Author Topic: Trio and Niko  (Read 133681 times)

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Ashbad

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Re: Trio and Niko: Falling
« Reply #525 on: June 10, 2011, 12:16:47 pm »
Well, still on hold, but I think I'll go back to the "finish on prizm" idea once I finish ROL:AT.

Offline Geekboy1011

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Re: Trio and Niko: Falling
« Reply #526 on: June 10, 2011, 02:04:17 pm »
baww i want this on my 84 even if it is huge...wait huge is good :P

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Re: Trio and Niko: Falling
« Reply #527 on: June 12, 2011, 02:13:44 am »
Yeah I hope a 84+ version comes out eventually, although you do what you want. I can't wait for this to be completed after ROL.

Ashbad

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Re: Trio and Niko: Falling
« Reply #528 on: June 14, 2011, 08:10:08 am »
Well, again, back off the project stack again ;) I'm going to try and finish all of my hanging projects during the summer, with most precedence on ROLAT since that requires the most work and I'm barely started.

Right now I'm trying to set up a SDCC toolchain so I can write TaNF in C, compile it to z80 assembly, and format it to an app.  Tari on cemetech is unknowingly providing help on this, and with all of his information he'll likely also be in the credits.

At least the graphics and planning for TaNF is essentially almost done :P

Ashbad

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Re: Trio and Niko: Falling
« Reply #529 on: June 20, 2011, 08:14:31 am »
The amount of times I pop this program is gonna kill my stack and make me overwrite the VAT x.x /stupid_analogy

Anyways, I'm at a bit of a stuck point with ROL:AT today, I can't get my mind  into C coding, so I'm gonna do some z80 assembly today! :). Specifically, try working on this again.

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Re: Trio and Niko: Falling
« Reply #530 on: June 20, 2011, 03:39:24 pm »
Glad this is resuming soon. :) Will you post screenshots of the new graphics soon? Also is it still Zelda style?

Ashbad

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Re: Trio and Niko: Falling
« Reply #531 on: June 20, 2011, 03:47:45 pm »
Yeah, still zelda style :D however, I'm too far off to make any screen yet :'(

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Re: Trio and Niko: Falling
« Reply #532 on: June 20, 2011, 03:48:35 pm »
Oh ok. I was wondering since you said you had lots of sprites/tiles done.

Ashbad

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Re: Trio and Niko: Falling
« Reply #533 on: June 20, 2011, 03:50:06 pm »
Yeah, do fortunately.  However ATM I'm still working on making it render at least 50 FPS so at the moment it looks really screwed up :P

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Re: Trio and Niko: Falling
« Reply #534 on: June 20, 2011, 03:51:33 pm »
Don't worry too much about such high FPS. I think it should be 16-30 max. Even 30 might be more than needed. The LCD won't even display more, and if it does, it will be hard to play because of the blurriness. X.x

Ashbad

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Re: Trio and Niko: Falling
« Reply #535 on: June 20, 2011, 04:41:26 pm »
That's true, but the axe version had at least 45 FPS, so I wanna try to get close in Aseembly and C :)

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Re: Trio and Niko: Falling
« Reply #536 on: June 20, 2011, 04:45:10 pm »
Good luck. However, be warned that SDCC has a reputation for being slow and inefficient. You'd probably be better off with Axe (or Forth, if you feel like porting that :P).
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Ashbad

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Re: Trio and Niko: Falling
« Reply #537 on: June 20, 2011, 04:47:25 pm »
Is isn't the spot, but:

SDCC is NOT that inefficient at all.  It is in almost every case more efficient than Axe and it has many more features to offer -- I already put all of the axe commands into an include format too, so I can still access them.

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Re: Trio and Niko: Falling
« Reply #538 on: June 20, 2011, 04:57:21 pm »
I'm late, can someone give me a neutral background on what "SDCC" is?

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Re: Trio and Niko: Falling
« Reply #539 on: June 20, 2011, 04:59:12 pm »
Is isn't the spot, but:

SDCC is NOT that inefficient at all.  It is in almost every case more efficient than Axe and it has many more features to offer -- I already put all of the axe commands into an include format too, so I can still access them.

Duly noted, then :)

@BrownyTcat: SDCC is a C compiler written for the z80 processor.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ