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Pokes for Fixing the Cell Graphics Bug in JSW


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#41 Norman Sword

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Posted 20 November 2017 - 10:41 AM

Re Cell Graphic feature:

 

None of the "solutions" posted in this topic address the problem. What every "solution" does is eliminate one problem and ignores the fact that this method simply does not work.

 

As an example a familiar scene from JSW edited very slightly to include a ramp, a stair and a conveyor. JSWED has drawn what should be drawn by the game in the room. If the fix does not draw the graphics as shown, then the fix has not cured the problem.

 

In the case of the three graphics Stair-Ramp-Conveyor all being in the same room. Matthews code can not handle this scene properly. (The conveyor will cause the most problems in horizontal animation/movement)

 

Remove the conveyor and change its colour, then this room would play with these graphics exactly as expected.

 

I have posted a method elsewhere that draws exactly what was defined.

 

 

(picture edited to remove jswed cursor)

 

 

 

Attached Thumbnails

  • rampy2.jpg

Edited by Norman Sword, 20 November 2017 - 10:54 AM.


#42 jetsetdanny

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Posted 20 November 2017 - 07:39 PM

The point I was making is that SPECSAISIE prints the initials 'BGB' for at least half of the rooms in JSW!  But you only appear to have spotted the ones that happen to sit in the right-hand columns of the tables ('jutting out' from the main tables, so to speak).

 

If you look again you will see there are 'BGB' entries scattered throughout the tables that you failed to spot the first time!  ;)

 

OK, yes, you're right, I failed to spot those. I didn't really look at the content of the tables, so when I saw some "BGB" entries printed on the side of the tables, I assumed this was how the program was showing it had come across a problem  ;) .



#43 IRF

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Posted 22 November 2017 - 03:49 PM

I have posted a method elsewhere that draws exactly what was defined.


For reference, this was the post that Norman Sword is referring to (thanks Norman):

http://jswmm.co.uk/t...age-8#entry6101

#44 Norman Sword

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Posted 22 November 2017 - 04:05 PM

Curious to see how much of a problem the Cell Graphic Feature is.

 

So I have modified a game with most of the original data in it, just to display the room and show any graphic problems.

 

The room data above $c000 is pretty much as used in the original. (might be a hand edit or two but nothing extensive)

 

This version has had the game rem'd out. It will start in the bathroom minus willy.

 

The initial room will not show the graphic data (too lazy to change this)

 

But from the initial room onwards you can wander around the game using the keys

 

1=left  2=right   3=up   4=down 

 

Along the line below the room name will be displayed data in this format

 

two digit room number in decimal

 

Followed by 3 background tiles/ /3 floor tiles/ /3 wall tiles/ /3 baddy tiles/ /3 ramp tiles/ /3 conveyor tiles

 

Each group of three tiles are generated by the various methods.

 

The first tile is matched using CPIR

The second tile is matched using CP (HL) and stepping

The third tile is the actual definition.

 

What is noticeable is there are very few incorrect matches.

 

EDIT---

 

The program now outputs a second line of data (the same data minus the colours)

 

 

 

Attached Files


Edited by Norman Sword, 22 November 2017 - 05:05 PM.


#45 IRF

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Posted 22 November 2017 - 04:34 PM

What is noticeable is there are very few incorrect matches.

Which could suggest that Matthew knew about the problem, but worked around it rather than fixing it? I guess we'll never know.

Thanks for the file and the analysis.

P.S. One thing that your graphics on the line below the room name doesn't show, is any defined pixel patterns that are 'hidden' because the associated cells have a defined attribute with matching INK and PAPER settings. e.g. the ramp cells in 'Under the MegaTree'.

#46 IRF

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Posted 24 November 2017 - 06:21 PM

Not that the defined ramp pattern in 'Under the Megatree' actually makes any sense for a ramp - it's a horizontal line, due to the value #FF stored at #C2C8.  Willy would 'sink through' the line as he walked along it, if ever it were present and visible on the screen.

 

Possibly Matthew inserted that non-zero graphical byte by mistake, whilst inserting values of #FF as default attributes for the ramp and conveyor (at #C2C4 and #C2CD)?






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