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Messages - Halifax
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361
« on: August 30, 2007, 08:34:00 pm »
Hmmm. I don't know if I would like a limited color set like that, because things, IMHO, look better in grayscale than in 16 colors or anything like that. If they could, which they won't, get a TI that supports 24.7 million colors, then I would use it . But really I don't think the Casio calc games have anything on TI calc games.
362
« on: August 30, 2007, 08:30:00 pm »
What made you not pursue computer science as a career. And also what branch of computer science were you trying to get into?
363
« on: August 28, 2007, 06:18:00 pm »
On the next piece of code someone else can make up something. As DJ_Omnimaga said this was done in > 30 minutes. It was at least more activity, then what was being output prior to our contests. Next time someone else can do it. If you think this is bad, then you should try being in my Computer Concepts class where you write programs that are meant to do nothing and you can't even build them to test them. This contest was meant to be an algorithmic contest as I said before. Better algorithms should be recognized even on non-working code.
@Fallen_Ghost: Obviously yes your routine is the best, and what I consider the most optimized.
Fallen_Ghost wins!
364
« on: August 28, 2007, 01:34:00 am »
o.o Wow the animations look soo smooth and nice in your games. Especially memory. Keep up the good work :thumb:
365
« on: August 28, 2007, 01:17:00 am »
Ummm no. You optimize the code given to you in the respective topic.
366
« on: August 28, 2007, 01:13:00 am »
Very good. Still conv_loop is not optimized.
367
« on: August 27, 2007, 09:59:00 pm »
Haha yeah, maybe I should but there are a lot of algorithm wise things that you missed to improve the code.
368
« on: August 27, 2007, 05:07:00 pm »
Just optimize it. It is just an exercise. Do high-level and algorithm optimization. Nothing on how memory is accessed.'
It is all pretty simple although I am sure that there is one optimization people may not find.
EDIT: Actually there are 2 optimizations that I think won't be found.
369
« on: August 27, 2007, 01:15:00 pm »
These optimizations are all easily findable, whether it is something I have said before, or something recently posted on MaxCoderz.
370
« on: August 27, 2007, 04:11:00 am »
Basically everything can be optimized about this code. Post your optimized code with timings and bytes and we will see who has the most optimized code in the end! c1--> CODE | ec1
xor a ld hl,0 ld d,e ld l,h mainloop: ld a,$FF out (1),a ld a,$FE out (1),a nop nop in a,(1)
cp '1' call z,is_1 cp '2' call z,is_2 cp '3' call z,is_3 cp '4' call z,is_4 cp '5' call z,is_5 cp 0 jp z,mainloop jp mainloop
is_1: ld de,no_label1 ld b,5 call convert_num ret is_2: ld de,no_label2 ld b,5 call convert_num ret is_3: ld de,no_label3 ld b,5 call convert_num ret is_4: ld de,no_label4 ld b,5 call convert_num ret is_5: ld de,no_label5 ld b,5 call convert_num ret
convert_num: ld hl,0 conv_loop: ld a,(de) inc de cp '1' ccf adc hl,hl djnz conv_loop ret c2 |
ec2
371
« on: August 26, 2007, 01:36:00 pm »
Ah sweetness! Yeah I didn't know if sectors would be a CPU hog or not. Sorry.
372
« on: August 25, 2007, 04:09:00 pm »
Yes this would clutter the screen much to much and slow it down. I consider 3v3 for the 92+ and V200, but what I really want to focus on is fluid animations and AI so that instead of just moving left and right like in Ice Hockey 68K the players will react to how the ball is thrown to them.
Just making a speculation here, but in all reality there are about 3-40 animations I believe. Also the court rims and backboard are destructible, but re-generate when you go to the other side of the court.
I believe instead of having naive and AI in 3v3 and having to scroll the game horizontally and vertically, that I would rather keep the vertical size of the court to the vertical size of the screen. My choice for this is because no one wants to shoot a ball that goes off over top of the screen where they can't even see there player.
All these decisions are for the better, and I do believe 2v2 will be better than a 3v3 game.
More background for the game is coming later when I iron out the true technical details.
373
« on: August 25, 2007, 05:33:00 am »
Alright the lastest and greatest main project that I have been dealing with is NBA 68K. A semi-port of NBA JAM for the Sega Game Gear. It is a semi-port because I am only taking little ideas from NBA JAM and not full on porting it. First off I would just like to thank Tifreak so much for his generous contribution to the further development of this project. He has provided me with space to host all of these images and that is helping to keep me organized. I would also like to thank Ranman and ATG who both have been helping me a great amount through all of this! http://tifreakware.net/halifaxhttp://tifreakware.netThe rosters are subject to update through people suggesting players for their favorite team. ======== Background ======== NBA 68K is about creating a fully playable, fully graphical, and overall awesome game made for basketball. A 2v2 4-level grayscale game with key features including: An up-to-date roster, Real NBA player pics, Real NBA teams, and real NBA logos, with fluid in-game animations to complement the gameplay. ===== Roster ===== Dallas Mavericks: ??, ?? Houston Rockets: Yao Ming, ?? Memphis Grizzlies: ??, ?? Oklahoma City Hornets: ??, ?? San Antonio Spurs: ??, ?? Golden State Warriors: ??, ?? Los Angeles Clippers: ??, ?? Los Angeles Lakers: Kobe Bryant, ?? Phoenix Suns: ??, ?? Sacramento Kings: ??, ?? Denver Nuggets: Allen Iverson, Carmelo Anthony Minnesota Timberwolves: Kevin Garnett, ?? Portland Trail Blazers: ??, ?? Seattle Supersonics: ??, ?? Utah Jazz: ??, ?? Boston Celtics: ??, ?? New Jersey Nets: Jason Kidd, ?? New York Knicks: ??, ?? Philadelphia 76ers: Kyle Korver, Andre Iguodala Toronto Raptors: ??, ?? Chicago Bulls: ??, ?? Cleveland Cavaliers: ??, ?? Detroit Pistons: ??, ?? Indiana Pacers: ??, ?? Milwaukee Bucks: ??, ?? Alanta Hawks: ??, ?? Charlotte Bobcats: ??, ?? Miami Heat: Dwayne Wade, ?? Orlando Magic: ??, ?? Washington Wizards: ??, ?? Key: ?? = undecided player. Request players! =========== Misc. Images =========== ======== Final Notes ======== I have all the player sprites converted that I need so far, and all the logos are done(I just didn't upload the other ones yet). Also I know some of the logos look wierd, but ATG(Aarenous The Great) is going to help remaster them and make them look better. Now I am just getting and converting and making my own slew of animations that are to be used in the game. After this is done and updates are posted, then the coding begins on the game. This is the time at which I will begin to test out the physics and movement and also all the basketball movement algorithms. Oh well I hope you enjoy this project as much as I have/and still am.
374
« on: August 24, 2007, 10:14:00 pm »
kk yeah I checked my messages and yes I will pm you the info on it.
375
« on: August 24, 2007, 05:45:00 pm »
Happy birthday trevmeister!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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