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Other Calculators / Re: Guitar Hero with SOUND on a CALCULATOR!
« on: September 04, 2009, 12:40:25 am »
gah, thats horrible. Is it like that the whole time? It didn't sound like that in previous versions.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 5416
Other Calculators / Re: Guitar Hero with SOUND on a CALCULATOR!« on: September 04, 2009, 12:40:25 am »
gah, thats horrible. Is it like that the whole time? It didn't sound like that in previous versions.
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Miscellaneous / Re: TR2N« on: September 03, 2009, 11:14:41 pm »
Well, actualy I think the first movie came before any of the video games. it was one of the first to use Computer Graphics I think it came out in 1982? This one looks to be released sometime in 2010
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TI Z80 / Re: Isometric Engine« on: September 03, 2009, 11:10:42 pm »
well, I don't think you ever need Isometric, you could just as easily do top down, but it looks nice
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TI Z80 / Re: Isometric Engine« on: September 03, 2009, 10:56:38 pm »
Heehe, this engine is turning out better than I expected! i think this engine could be used for any number of games, ranging from Strategy and Tactics, to Simulation like Civilization.
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Miscellaneous / Re: TR2N« on: September 03, 2009, 10:38:34 pm »
I've never seen it, but this looks good. You never know though
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TI Z80 / Re: Isometric Engine« on: September 03, 2009, 10:27:14 pm »
Alright, here we are, a map editor featuring the newly completed object display techniques. It is also now dependent on CelticIII, as it uses real(9,2... to store pictures without updating the screen. In the editor, it uses code for both regular Or-ed objects (fast) and more complex masked objects (more than twice as slow). The cursor is an OR object, when you add tiles, you are writing Masked objects to the terrain.
I can't erase Masked objects yet because I am actualy adding them to the Terrain pic, and so they overwrite data beneath them. With the OR cursor, I am never storing it to the pic, so although I must update the screen ever time i want to use it, I can move it without destroying the background terrain. 5422
TI Z80 / Re: Isometric Engine« on: September 03, 2009, 07:08:07 pm »
Indeed, most likely all I will release the code for a completed engine, as I already have a project going on, and i don't want to start working on something else
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TI Z80 / Re: Isometric Engine« on: September 02, 2009, 11:51:46 pm »The only problem that would occur would be when an object is in front of a tile in front of another object. Then the top of the lower object would be cut off by the "overlapping" tile. The solution I see to that is to split tiles into two parts: the "normal square" of the tile, and the "overlapping" section. I don't know how this will affect your drawing engine, or if you simply add the "overlapping section" as a completely new parameter of your tile (and not modifying the current tile-drawing engine), I don't know how much extra space it would take. However, this eliminates the problem I just mentioned (this idea working with the "height" idea mentioned earlier - except I now see it more as a simple flag (either 0 or 1) which indicates whether the current object has the "overlapping" section or not) Well, the way the masks are designed lets them be applied all at one. So what you described would work without any modification. Also, I said in the previous post that I was going to make all objects applied with OR logic (no white) so this eliminates the problem with drawing the objects in a specific order. All I need to do is draw each object onto the screen, mask each object with the landscape, and recall the landscape picture with OR logic. The mask design of the sprites will take care of all the problems I'm working on the object system now. 5424
TI Z80 / Re: Isometric Engine« on: September 02, 2009, 07:52:12 pm »
Yeah, thats probably going to be what I end up doing. I could sort the objects from highest to lowest, so the test would be as simple as "If Object# > 8" or whatever.
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TI Z80 / Re: Isometric Engine« on: September 02, 2009, 07:43:16 pm »
Yes thats true. I myself never learned assembly, and I really have no intention to. Its just not my language.
On a slightly different note, I was fooling around and created some tiles with different heights for your visual enjoyment I'm working on getting objects to display nicely, and use this to throw together a quick editor so I can make more nice maps 5426
TI Z80 / Re: Isometric Engine« on: September 02, 2009, 06:30:40 pm »
Well this project is being done in basic, so if you have a suggestion that requires me to switch to assembly, they won't be applicable. The whole point of this project is pushing the limits of Basic and Basic Libraries.
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TI Z80 / Re: Isometric Engine« on: September 02, 2009, 05:33:33 pm »
That would work, but then whenever you needed to move an object, you would need t redraw the screen, which takes 40+ Tilemasking operations and screenshifts. And display all of the objects over again. For something like displaying a cursor in ISometric space, i think my previous method would be a lot faster.
Also, for my previous object method, it can be drastically shortened if you don't have an object with black, clear, AND white. It is assumed you have saved a picture of just the terrain Clear Screen Draw Object Mask object with 3 overlaying landscape masks Recall Terrain with OR This could easily be fast enough to display an object with reasonable speed, as none of the objects are particularly taxing 5428
TI Z80 / Re: Isometric Engine« on: September 02, 2009, 01:54:08 am »
Hmmm, I can't think of anything right now... And i don't want to ask for something thats super specific to this task. I know I have an efficient rendering engine, and fast vertical scrolling. I have an idea of a project that could be realized with the current technology, maybe i will put together a small test demo...
Isometric is hard though, so I think it will be slow to do all those calculations and masking in anything other than asm EDIT: Gosh, that would be crazy not to mention difficult to design so that you could read from data structures and objects and stuff, and all through generic real( commands. Seems for this kind of project a lot would need to be hand coded 5429
TI Z80 / Re: Isometric Engine« on: September 01, 2009, 11:38:09 pm »Um, yeah, I don't know asm, and this project was just using xLib, so I don't think that would work. 5430
TI Z80 / Re: Isometric Engine« on: September 01, 2009, 10:25:05 pm »
well, what if one object is behind another? This I think is why true Isometry has never been implemented, because while it might be easy to display the map, it is crazily hard to do anything with it.
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