Author Topic: F-Zero Progress Thread  (Read 153017 times)

0 Members and 1 Guest are viewing this topic.

Offline indubitably

  • LV2 Member (Next: 40)
  • **
  • Posts: 35
  • Rating: +1/-0
    • View Profile
Re: F-Zero Progress Thread
« Reply #195 on: November 06, 2009, 11:30:47 pm »
Have you confirmed two players on one calc?

btw, looks fawesome.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: F-Zero Progress Thread
« Reply #196 on: November 06, 2009, 11:54:46 pm »
Wow, looking good!

Out of curiosity, how are you doing rank detection?  I was only able to do a kind of hacky way in my racer, and it only knew when you crossed the finish line.

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: F-Zero Progress Thread
« Reply #197 on: November 07, 2009, 12:29:18 am »
Wow, looking good!

Out of curiosity, how are you doing rank detection?  I was only able to do a kind of hacky way in my racer, and it only knew when you crossed the finish line.
It's sort of hacky here too (at one point in the screenshot both screens said first place). I first compare lap number, then waypoints passed, then relative positions.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: F-Zero Progress Thread
« Reply #198 on: November 07, 2009, 12:39:39 am »
Awesome! How big is it so far and does it detects laps?

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: F-Zero Progress Thread
« Reply #199 on: November 07, 2009, 02:55:52 pm »
Awesome! How big is it so far and does it detects laps?
According to Calcsys, it's 5372 bytes (and that includes the 1024-byte tilemap)
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: F-Zero Progress Thread
« Reply #200 on: November 07, 2009, 03:01:10 pm »
wow not too bad ^^

Now you can have 512x52 tilemaps

j/k XD

Offline calc84maniac

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: F-Zero Progress Thread
« Reply #201 on: November 08, 2009, 12:30:44 am »
Found an optimization in the 3D rendering code which saves 9.75 clock cycles per pixel pair, for a total of about 15,000 cycles reduced per frame. :) Should add almost half a frame each second if my calculations don't fail me.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: F-Zero Progress Thread
« Reply #202 on: November 08, 2009, 12:45:40 am »
Nice, every speed increase counts! ^^

Offline simplethinker

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 695
  • Rating: +16/-5
  • snjwffl
    • View Profile
Re: F-Zero Progress Thread
« Reply #203 on: November 08, 2009, 09:39:54 am »
What's the frame rate now?
"We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true." -- Professor Robert Silensky



Chip's Challenge: ħ%

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: F-Zero Progress Thread
« Reply #204 on: November 08, 2009, 11:46:10 am »
OVER 9000!!!

Actualy no, but hey, we can dream :)  I am still really impressed by the tilemapping engine, and how fast it is.  Ah the things calculator games inspire me to do!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: F-Zero Progress Thread
« Reply #205 on: November 08, 2009, 12:31:03 pm »
higher FPS also means better looking grayscale. That's of course as long as FPS won't get way too high either, though (where grayscale would get out of sync with the LCD)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: F-Zero Progress Thread
« Reply #206 on: November 08, 2009, 04:35:59 pm »
Found an optimization in the 3D rendering code which saves 9.75 clock cycles per pixel pair, for a total of about 15,000 cycles reduced per frame. :) Should add almost half a frame each second if my calculations don't fail me.
Wow, that's great!
I like the conversion to an App. :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: F-Zero Progress Thread
« Reply #207 on: November 08, 2009, 11:30:49 pm »
Maybe if it stays very small, you will manage to fit everything but the maps in one page, then fit as many courses as the original SNES game had in another?

But again, maybe it would be a good idea to have some external courses, for people who hate large files, kinda like Super Mario 1.2 and 2.0

Offline Galandros

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1140
  • Rating: +42/-10
    • View Profile
Re: F-Zero Progress Thread
« Reply #208 on: November 09, 2009, 01:07:13 pm »
I played a bit one F-Zero and this one miss the accelerator thing on the floor and more speed. ;D

Isn't time to more tracks and "cars"?
Hobbing in calculator projects.

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6268
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: F-Zero Progress Thread
« Reply #209 on: November 09, 2009, 04:30:43 pm »
he hasn't gotten that far yet, he is still working on the gameplay and such
/e