Author Topic: [C] F-Zero : trackSpire  (Read 61318 times)

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Offline deeph

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Re: [C] F-Zero : trackSpire
« Reply #75 on: March 24, 2013, 12:06:12 pm »
Yeah but you could have used wine :P

Anyway, it's weird because it's working here on windows xp... I'm trying to fix that now, but if you want I can make a request form.

At least are the included datas what you wanted ?

Offline Matrefeytontias

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Re: [C] F-Zero : trackSpire
« Reply #76 on: March 24, 2013, 12:07:02 pm »
Oh wait nvm, I was trying to pass 2 parameters, that's why it didn't work <_<

Anyway, seems ok, I'll try to implement it, thanks a lot :)
« Last Edit: March 24, 2013, 12:07:08 pm by Matrefeytontias »

Offline DJ Omnimaga

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Re: [C] F-Zero : trackSpire
« Reply #77 on: March 24, 2013, 02:25:21 pm »
Ok, but I think there's a background image (the city ?) for the paralax effect, so how will you handle this ? Do you want to use a transparent tile right now (if so, which one ?), or include the city in the map image (if so, I'll have to add its tiles in the tileset) ?
Nah that was implemented in the GBA versions of F-Zero. The SNES game had no parralax effect for the city background image.

Offline Matrefeytontias

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Re: [C] F-Zero : trackSpire
« Reply #78 on: March 25, 2013, 01:06:20 pm »
If someone wants to help me, I'm in big trouble D: http://ourl.ca/18582

Offline Augs

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Re: [C] F-Zero : trackSpire
« Reply #79 on: June 08, 2013, 03:20:55 pm »
Is this project dead?

Offline Matrefeytontias

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Re: [C] F-Zero : trackSpire
« Reply #80 on: June 08, 2013, 05:03:35 pm »
It is. I didn't plan to work on it anymore, but who knows.

Offline DJ Omnimaga

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Re: [C] F-Zero : trackSpire
« Reply #81 on: June 08, 2013, 11:31:52 pm »
Mode 7 definitively seems incredibly hard, because very few projects like such succeeded unless they were by calc84maniac x.x

Offline Matrefeytontias

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Re: [C] F-Zero : trackSpire
« Reply #82 on: December 08, 2013, 10:40:21 am »
Necro bump,

I finally decided to go in the F-Zero directory, press Ctrl+A then Del. I restarted everything from scratch without replicating many errors I made, including using floats. Now the engine runs incredibly faster than the last version at maximal resolution (1*1), where the previous engine used quartered resolution (2*2). Also, this new version projects variable-size tilemaps instead of bitmaps.

I'll soon post a screenshot.

EDIT : here you go.



Don't worry, both the quality and speed are not nearly as bad on-calc. You can try it if you want. You'll need F-Zero.tns and textures.tga.tns in the same directory, w/e it is. For now you can't do much : use the clickpad/touchpad to move around. Everything that is black means it's outside the tilemap.
« Last Edit: December 08, 2013, 11:44:33 am by Matrefeytontias »

Offline TheMachine02

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Re: [C] F-Zero : trackSpire
« Reply #83 on: December 08, 2013, 01:07:10 pm »
seem pretty good , precision and speed are great  :D
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Offline DJ Omnimaga

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Re: [C] F-Zero : trackSpire
« Reply #84 on: December 08, 2013, 01:20:08 pm »
Darn that is pretty good. Glad you revived this as well. :) If you make an F-Zero game, will it use tilemaps like above rather than a very large picture this time and will they be zoomed out 2x like in previous version to stay true to the SNES version?
« Last Edit: December 08, 2013, 01:20:29 pm by DJ Omnimaga »

Offline Sorunome

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Re: [C] F-Zero : trackSpire
« Reply #85 on: December 08, 2013, 01:30:06 pm »
This is looking awesome :D

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Offline Matrefeytontias

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Re: [C] F-Zero : trackSpire
« Reply #86 on: December 08, 2013, 01:42:28 pm »
DJ_O well the original SNES game uses a tilemap, not a bitmap :P and I don't think resolution is quartered either - though I may be wrong since I last played it a long time ago.

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Re: [C] F-Zero : trackSpire
« Reply #87 on: December 08, 2013, 04:49:31 pm »
Ok I was asking, since the original F-Zero Trackspire used a bitmap. :P

And I think the resolution was a bit small, since every mode 7 game on the SNES are kinda pixelated.

Offline Matrefeytontias

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Re: [C] F-Zero : trackSpire
« Reply #88 on: December 21, 2013, 12:57:03 pm »
Update !

You can now load and project external maps, that you will have previously generated with the newly-written map editor ;D

I also implemented collision detection !

Click here for 4MB animated gif ! (which is, of course, laggier and uglier than the on-calc version)
« Last Edit: December 21, 2013, 01:00:44 pm by Matrefeytontias »

Offline DJ Omnimaga

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Re: [C] F-Zero : trackSpire
« Reply #89 on: December 21, 2013, 01:36:23 pm »
Very nice! You should maybe post two screenshots next time, soon, because I lost patience then opened your GIF in VirtualDub to skip the 2 minutes long map editor showcase and see actual gameplay. :P

Also glad that you now use maps, since the game levels will be much smaller. :)

Also one trick to make screenshots smoother is to set nspire_emu to run at 10% speed then using a video editor to speed it back up to 100% while setting the final frame rate to 30 FPS. It results in an ultra massive GIF file, though. :P
« Last Edit: December 21, 2013, 01:38:13 pm by DJ Omnimaga »