Author Topic: F-Zero Progress Thread  (Read 152957 times)

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Offline indubitably

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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

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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

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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.
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Offline DJ Omnimaga

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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

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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)
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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

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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.
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Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #202 on: November 08, 2009, 12:45:40 am »
Nice, every speed increase counts! ^^

Offline simplethinker

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Re: F-Zero Progress Thread
« Reply #203 on: November 08, 2009, 09:39:54 am »
What's the frame rate now?
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Offline Builderboy

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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!

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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)

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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. :)

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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

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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"?
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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