Author Topic: F-Zero Progress Thread  (Read 151697 times)

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Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #15 on: November 15, 2008, 09:47:49 am »
(>^.^)>

Offline necro

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Re: F-Zero Progress Thread
« Reply #16 on: November 17, 2008, 01:24:49 am »
hope it works
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Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #17 on: November 17, 2008, 12:37:37 pm »
Seriously, if this works the way I think it should, the engine could turn into the equivalent of a variable-height raycaster with floor textures, with even more flexibility.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #18 on: November 17, 2008, 02:36:42 pm »
for a racing game I think constant height would do fine, but it would be cool if there was a variable wall height fps or something. Mode 7 + raycasting would be cool though since the mode 7 would do the floor textures and raycasting wall textures

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Re: F-Zero Progress Thread
« Reply #19 on: November 17, 2008, 06:26:43 pm »
give at least a little bit of height instead of a tile though. in the first mariokart, i could never see those in the distance... X[

it'll be harder to see on a ti, thats for sure.

Offline TIfanx1999

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Re: F-Zero Progress Thread
« Reply #20 on: November 18, 2008, 10:07:04 pm »
More options would be nice, but for something like this i think speed should be a priority above all else.

metagross111

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Re: F-Zero Progress Thread
« Reply #21 on: November 18, 2008, 10:10:17 pm »
well, duh >_>

its F-Zero

Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #22 on: November 18, 2008, 11:03:30 pm »
Eh, I wasn't really planning on using the walls in F-Zero, I just wanted to do it 'cause it'd be cool...

Oh, by the way, I've been thinking about a faster way to do the Mode 7 rendering, and I think I'll be able to shave off about 100 clock cycles per pair of pixels... that's about 150,000 clock cycles per frame! Though, I'll have to add a bit of overhead onto that to do some extra calculation outside of the pixel loop... but I think it'll be worth it.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

metagross111

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Re: F-Zero Progress Thread
« Reply #23 on: November 18, 2008, 11:55:15 pm »
that is a handful of clock cycles 0_o

Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #24 on: November 19, 2008, 12:04:51 am »
Eh, I wasn't really planning on using the walls in F-Zero, I just wanted to do it 'cause it'd be cool...
Mario Kart 64 83+ ^.^

j/k I'M asking a bit too much now :P

metagross111

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Re: F-Zero Progress Thread
« Reply #25 on: November 19, 2008, 12:16:40 am »
maybe just regular Mario Kart 83+ >_>

Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #26 on: November 22, 2008, 01:14:32 pm »
After an intense spriting session, I now have object rotations! I set up an object which moves and rotates, as shown:

I also added the ability to go backwards and "strafe" left and right, as you might have noticed in the screenshot.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline TIfanx1999

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Re: F-Zero Progress Thread
« Reply #27 on: November 22, 2008, 03:34:09 pm »
Oh wow, that looks really nice! This is developing quite nicley.

Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #28 on: November 22, 2008, 06:19:03 pm »
fucking awesome. Really reminds me F-Zero 68k, just without the grayscale. I like the cars especially.

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Re: F-Zero Progress Thread
« Reply #29 on: November 22, 2008, 06:54:43 pm »
awesome, calc84maniac! any thoughts of a demo in the future?