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Messages - chickendude

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31
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: January 17, 2016, 12:56:23 am »
Wow, at first i thought that was a screenshot of the 83+ version, it does run much smoother/faster on the CE. That's exciting, i'd like to take a stab at porting some of my old projects over to the CE :)

32
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: January 03, 2016, 03:02:41 am »
8bpp is faster, the issue is that the original routines are written for the BW calcs so all sprite routines are drawn to a graphbuffer that has a 1bpp layout. Writing to a gbuf on the CE just makes it easier to maintain the code between the two calcs, otherwise you'd have to have separate code for the tilemaps and basically anything that interacts with the map (sprites, bullets, etc.). So (i assume) James just uses the same routines to scroll the tilemap.

33
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: January 02, 2016, 07:36:41 am »
I've been thinking of a way you could somehow attach color data per tile, each tile would still only support two tiles but you could do something similar to RLE where you'd have an extra buffer keeping track of the current palette. Something like:
Code: [Select]
        ; bit 7
        exx
        ld a,(hl) ;hl' points to palette array
        exx
        sla d \ adc a,a
It's a bit slower and you'd have to inc hl' at the end of each djnz iteration. You could possibly get around using the shadow registers if you pushed bc (you could maybe move the push bc before the ld bc,288 to the vbcx3Row label), opening up C to use instead of D for the gbuf byte to rotate, then you could use DE to hold the pointer to the palette array. The palette array just tells you the first palette value, eg. 0 corresponds to palette entries 0 and 1, 1 corresponds to 2 and 3, 2 corresponds to 4 and 5, etc. That'd look something like:
Code: [Select]
        ; bit 7
        ld a,(de) ;de points to palette array
        sla c \ adc a,a
The overhead would be a bit less than my first idea, i think. Each tile would still only have two colors, but the map would be a bit more colorful. You'd also have to fill out the palette array as you draw your tilemap, but that shouldn't take up too much time. Definitely wish i had a CE right about now :D

EDIT: And if you come up with something that's too processor heavy, there's always shifting two pixels per frame which would still look really nice.

34
TI Z80 / Re: Sorcery of Uvutu
« on: December 16, 2015, 01:27:35 am »
It's looking really great, just some of the screens look really repetitive. Making some of the tiles appear a bit less square would help a lot, in my opinion. As for the memory issue, i'm sure there's a tool to read something from archive into RAM, that's what i've done in my games when i needed extra memory, just keep tilemap data, etc. in archive and when i load a level/set of maps, just load that data into RAM. Maybe it's similar to your method now. I'm glad you found a solution, though, hopefully it'll give you the space you wanted.

35
TI Z80 / Re: [Idea] "Caldera's Wrath" - a text-based RPG
« on: November 12, 2015, 06:06:02 am »
I agree with Art of camelot, the idea sounds really great, but i'm not sure that a text adventure would really give it what it deserves. Maybe something like calc84's Steins;Gate, but drawing pictures for each screen is probably more time/memory consuming than using tilemaps anyway (especially as the E:ToR engine is getting close to being complete). It'd be cool to see what comes of this, though.

36
TI Z80 / Re: Spencer Putt's Zelda Binary found
« on: November 09, 2015, 04:16:30 am »
Nano, any idea what's up with the RevSoft site?

37
TI Z80 / Re: [Axe] Lazer II
« on: September 08, 2015, 08:24:14 pm »
Just tested out the new version, the movement is much better in my opinion but still a bit off. Moving up and left seem fine, but moving right and down wait until the screen has finished scrolling to update the cursor's position. I think you should first move the cursor then scroll the screen, like with moving up/left. Though really i think keeping the cursor in the center of the screen at all times would look the best. The portals and the little flip things are pretty cool and make for some nice puzzles. Nice work :)

38
TI Z80 / Re: Spot: The Video Game! TI-84+ development thread
« on: September 07, 2015, 07:02:19 am »
I'm not sure if you really need 4-lvl grayscale for this, the only thing that uses it currently (that i can see) is the board. It looks great, though the cursor movement and animations feel a little slow to me. Actually, i just played the NES version on an emulator and it seems the speed's about the same. Nice work, JWinslow23!

39
TI Z80 / Re: Boost: A 3D tunnel game
« on: July 07, 2015, 06:09:57 am »
I agree, it looks amazing! The only thing is that it feels like turning/twisting the screen is a little slow, i'm not sure how the original game was and if it was also that way there. Otherwise i'm really impressed, great work! It looks beautiful :)

40
TI Z80 / Re: [Axe] Lazer II
« on: July 05, 2015, 05:01:53 am »
But do you really need to move the cursor while the lasers are shooting? Anyway, you could just have two variables, a counter and a variable that contains which direction you're moving. If the counter > 0, don't read key presses, decrease the counter then immediately jump to whatever direction you need to be moving (possibly skipping over the part that sets the counter to 8 ). You could even have the direction variable by the value of the keypress so you can just load that into whatever variable you read keypresses into.

And at least in my code, updating the lasers each loop would just look like "call updateLasers" :P

Multiple level packs would be cool, too!

41
TI Z80 / Re: [Axe] Lazer II
« on: July 04, 2015, 05:02:55 am »
Maybe the reason it was slow was because it didn't work properly :P

Here's my suggestion, then: when you press an arrow key, just repeat that loop 8 times. I'm not sure how this is written in Axe, there's probably a for loop or something. In asm you'd just use djnz. If it feels too slow for you (which it shouldn't, since it should basically be the same as holding down a key, only slightly faster), you could try scrolling two pixels at a time. You'd of course have to redraw the screen after each rotation, though i suppose the grayscale routine takes care of that for you.

42
TI Z80 / Re: [Axe] Lazer II
« on: July 03, 2015, 08:06:04 am »
Ah, the gif works fine for me here (keeps repeating like normal). And i guess i only tested [del] on the last level since i was trying to figure out how to beat it, so it seemed like it didn't do anything :P

Portals are actually one of the things i had in mind, cool to see you'll be adding those. I'd also suggest making the cursor move to the next tile when pressing an arrow key, i think keeping the cursor in the middle of the screen at all times and then shifting the background 8 pixels in whatever direction would look nice. You can see in the screenshot that there were a couple times where i had trouble selecting the right tile.

43
TI Z80 / Re: [Axe] Lazer II
« on: July 01, 2015, 02:07:07 am »
Here's an animated screenshot of the demo:


I figured the puzzles were just to test the demo,  though i did spend a while trying in vain to figure out how to solve the last puzzle (level 5) :P

Also, i thought that [del] was supposed to restart the level, but it just seems to bring up a screen with the name of the level. The select level part also changes a bit too quickly, you have to tap left/right quickly to select the next level.

Anyway, it seems like you've basically got everything done, you just need to work on puzzles, right? Is there anything else (maybe other mirror pieces) you plan to add?

44
TI Z80 / Re: [Axe] Lazer II
« on: June 30, 2015, 05:19:42 am »
You might wanna test if there's enough free RAM before starting, it crashed on me when i didn't have enough RAM. Also, the menu seems a bit bugged? About is the options menu, Quit is the about menu, and options does nothing. You also spelled CANCEL wrong in the "select pack" screen.

The actual game itself is nice, though i have a suggestion for moving around. I suggest that pressing up/left/down/right move the cursor an entire square, you can have it smooth scroll like it does, so it could scroll 8 pixels and then update the cursor. Right now it's a little awkward to select the right tile at times. All in all it looks really pretty and plays well, though the puzzles are a bit.. easy :P

Also, do you not have an emulator that can take screenshots (like WabbitEmu)? I can upload some screenshots from an emulator if you'd like (i saw your pictures at ticalc are from a camera).

45
TI Z80 / Re: Boost: A 3D tunnel game
« on: June 30, 2015, 05:02:29 am »
I just tried it out and it runs great, it looks much better now and runs at a nice speed :) It's a little hard to tell if you're going to hit a pillar or not, though. I'm impressed by what you've done so far.

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