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Messages - ben_g

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796
ASM / Re: Texture drawing
« on: August 16, 2011, 05:14:26 pm »
That looks very nice, good job. Is this for some other project?
Yes, for a first person shooter.I'm not giving much information about it (just in case it won't work).

(Yet) an other question: what should be the best (when you look at memory and speed) way to do z-ordering? a z-buffer (which contains the depth of every pixel) or to save the avarage depth of every polygon, then sort the polygons and draw them in the correct order (furthest to nearest)?

EDIT:
That looks very nice, though it looks like there is a "seam" between the two triangles you are drawing. Is that intentional?
It's not intentional. It's caused by the texture being rotated a bit differently on the two triangles. This is just the way affine texture mapping works.


797
ASM / Re: Texture drawing
« on: August 16, 2011, 05:04:00 pm »
I think I've solved all bugs.
here's a screenshot of my triangle drawing routine and 3D engine in action:

It now not only fully works, it's also way more optimised and now all of the fixed-point calculations only have to be done once every triangle instead of once every scan line (or every pixel in the first version).

798
TI Z80 / Re: Condor
« on: August 16, 2011, 04:44:53 pm »
same calc would work too if it's turn-based.

799
TI Z80 / Re: Condor
« on: August 16, 2011, 04:39:14 pm »
looks great.

btw: If you are going to do linked play for the 2 player mod, then please include a way to do USB linking and I/O.

800
Miscellaneous / Re: Blender
« on: August 14, 2011, 02:58:00 pm »
BTW: rendering in blender is really slow, so for just seeing if it looks good, you can use the previev renderer (shift+p) which is faster than a normal render.

No more Shift+P in Blender 2.5x =)
Is it changed? I know it's shift+p in 2.49.

801
Miscellaneous / Re: Blender
« on: August 14, 2011, 02:55:03 pm »
I use blender for creating the 3D models of my java game. Blender is hard to get used to, but once you get used to it, you can make it do almost everything.

But what you did is really great for a first time!

BTW: rendering in blender is really slow, so for just seeing if it looks good, you can use the previev renderer (shift+p) which is faster than a normal render.

802
TI Z80 / Re: i'ma make'n a shell
« on: August 13, 2011, 04:17:43 pm »
what types of programs will your shell be able to execute?

And wouldn't basic be way to slow and limited for a shell?

803
Miscellaneous / Re: What is your avatar?
« on: August 12, 2011, 06:47:13 pm »
I'm thinking abouth changing my avatar to this:

Should I do it?

804
Introduce Yourself! / Re: Hello, all!
« on: August 12, 2011, 06:37:59 pm »
Hi, welcome to omnimaga

what calcs do you have?

805
Introduce Yourself! / Re: Hello Omnimaga!
« on: August 12, 2011, 03:28:44 pm »
Welcome. Enjoy your stay.

806
Miscellaneous / Re: Types of Cell Phones
« on: August 12, 2011, 02:07:39 pm »
I have an old nokia phone which is much, much slower than my calc (84+) and has a B&W display which has got an even worse resolution (yes, that's possible).

807
TI Z80 / Re: community-driven RPG
« on: August 11, 2011, 06:47:00 pm »
will it be axe or asm?

808
ASM / Re: Texture drawing
« on: August 11, 2011, 06:38:26 pm »
This is the start and loop code: I don't think anything is set or reset:
the 3D engine is passing the same arguments to it, so i guess the trianlge drawing routine itself couses it, most lickely in the texture handling code 'couse it's the texture that got messed up
Code: [Select]
Start:
  di
  call ClearGbuf
  call fastCopy
  ld a, 64*3
  ld (direction), a
  in a,($02)
  rla
  sbc a, a
  out ($20), a

  ld hl, 0
  ld (x), hl
  ld hl, $0200
  ld (y), hl

SpelLus:
  call ClearGBuf

  ld a, $FF
  ld (plotsscreen), a
  ld hl, plotsscreen
  ld de, plotsscreen+1
  ld bc, 767
  ldir

  ld hl, (x)
  ld (xfrom), hl
  ld hl, (y)
  ld (yfrom), hl
  ld hl, 0
  ld (zfrom), hl
  ld (zto), hl
  ld a, 64
  ld b, a
  ld a, (direction)
  add a, b
  call SinA
  ld de, (x)
  add hl, de
  ld (xto), hl
  ld a, (direction)
  call SinA
  ld de, (y)
  add hl, de
  ld (yto), hl
  ld hl, $0100
  ld (zup), hl
  ld hl, 0
  ld (xup), hl
  ld (yup), hl
  call InitView

  ld hl, -256
  ld (xpoint), hl
  ld hl, 0
  ld (ypoint), hl
  ld hl, -$0100
  ld (zpoint), hl
  call C3DTo2D
  ld hl, (screenx)
  ld (screenx2), hl
  ld hl, (screeny)
  ld (screeny2), hl
  ld hl, 256
  ld (xpoint), hl
  ld hl, 0
  ld (ypoint), hl
  ld hl, -$0100
  ld (zpoint), hl
  call C3DTo2D
  ld hl, (screenx)
  ld (screenx3), hl
  ld hl, (screeny)
  ld (screeny3), hl
  ld hl, -256
  ld (xpoint), hl
  ld hl, 0
  ld (ypoint), hl
  ld hl, $0100
  ld (zpoint), hl
  call C3DTo2D

  ld a, (screenx)
  ld (x1), a
  ld a, (screeny)
  ld (y1), a
  ld a, 0
  ld (u1), a
  ld (v1), a
  ld a, (screenx2)
  ld (x2), a
  ld a, (screeny2)
  ld (y2), a
  ld a, 0
  ld (u2), a
  ld a, 8
  ld (v2), a
  ld a, (screenx3)
  ld (x3), a
  ld a, (screeny3)
  ld (y3), a
  ld a, 8
  ld (u1), a
  ld (v1), a

  call DrawTriangle

  call FastCopy
 
  ;knoppen
  ld a, $FE
  out (1), a
  in a, (1)
  bit 0, a
  call z, MoveBack
  bit 3, a
  call z, MoveForward
  bit 1, a
  call z, TurnLeft
  bit 2, a
  call z, TurnRight
  ld a, %11111101
  out ($01), a
  in a, ($01)
  bit 6, a
  jp z, Einde
  jp spelLus
 
MoveBack:
  push af
  ld a, (direction)
  ld b, 64
  add a, b
  call SinA
  call NegHL
  ld de, $0A00
  call DivFP
  ld de, (X)
  add hl, de
  ld (X), hl
  ld a, (direction)
  call SinA
  call NegHL
  ld de, $0A00
  call DivFP
  ld de, (Y)
  add hl, de
  ld (Y), hl
  pop af
  ret
MoveForward:
  push af
  ld a, (direction)
  ld b, 64
  add a, b
  call SinA
  ld de, $0A00
  call DivFP
  ld de, (X)
  add hl, de
  ld (X), hl
  ld a, (direction)
  call SinA
  ld de, $0A00
  call DivFP
  ld de, (Y)
  add hl, de
  ld (Y), hl
  pop af
  ret
TurnLeft:
  push af
  ld a, (direction)
  inc a
  ld (direction), a
  pop af
  ret
TurnRight:
  ld a, (direction)
  dec a
  ld (direction), a
  ret
 
Einde:
  ;Key port resetten
  ld a, $FF
  out ($01), a
  call ClearGbuf
  call fastCopy
  ld hl, 0
  ld (CurRow), hl
  EI
  bjump(_JForceCmdNoChar)

809
Art / Re: UserBarz
« on: August 11, 2011, 05:38:52 pm »
can you make a 'z80 programmer' userbar?
colors: greyscale or B&W (for the calc style
background image: maybe an 84+ or am other z80 calc (but not scrolling like the omnimaga ones)

810
If you're just starting to venture out, and assuming you have a calculator, TI-BASIC is an awesome place to start. It's completely safe, and just playing around can teach you a lot :)
I once thought that too, now I know what can happen with basic., but anyway, it's still a great place to start if you have a calc (and want to do calc programming)

If you want to learn to program on compuers, then a high level language (python, java, ruby, ...) or Game maker is a good place too start (only when you use the built-in scripting language of game maker, you don't learn anything from drag&drop).

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