Author Topic: My First Quantum Translocator  (Read 46016 times)

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Offline Darl181

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Re: My First Quantum Translocator
« Reply #165 on: November 02, 2010, 06:32:13 pm »
Quote
Quote from: Darl181 on Yesterday at 19:12:39
One thing I noticed-not exactly a bug, but an engine problem.  The text is treated as a wall.  In the "you can't trust them" level you can go on top of the "won't" and stay there.

I am aware of this and would like to fix it if at all possible, but I'm out of buffers XD help would be appreciated.
Why can't you have it write text to the backbuffer?
Vy'o'us pleorsdti thl'e gjaemue

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #166 on: November 02, 2010, 07:35:09 pm »
Wouldn't it be hard to display on the main buffer, though?

Offline Darl181

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Re: My First Quantum Translocator
« Reply #167 on: November 02, 2010, 07:36:26 pm »
He already has grayscale.
Dispgraphr
The text would be only gray, but if it fixes a problem...
« Last Edit: November 02, 2010, 07:36:56 pm by Darl181 »
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Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #168 on: November 02, 2010, 07:41:27 pm »
Oh yeah well then he could always have the text gray, but if he wants it black, then he's out of luck...

Offline Darl181

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Re: My First Quantum Translocator
« Reply #169 on: November 02, 2010, 07:43:51 pm »
Or do the pxl-test then draw the text.
That would be quite the slowdown, though, to draw it every frame...
If he put in a pause anyway, though...he could replace Pause X with Text(X,Y,"blah blah" and it could be about the same
« Last Edit: November 02, 2010, 07:44:17 pm by Darl181 »
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Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #170 on: November 02, 2010, 07:45:41 pm »
Yeah, I would avoid doing that, or else he would be best at storing the text into sprites and displaying sprites of the text, instead. Sprites are much faster than TI's crappy text routines.

Offline Darl181

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Re: My First Quantum Translocator
« Reply #171 on: November 02, 2010, 07:53:24 pm »
Yeah, I would avoid doing that, or else he would be best at storing the text into sprites and displaying sprites of the text, instead. Sprites are much faster than TI's crappy text routines.
So, if text every frame is used, it comes down to...A)memory or B)speed?
*or he could use TIOS picvars and import them*
Level editor possibility, right there.
Vy'o'us pleorsdti thl'e gjaemue

Offline JustCause

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Re: My First Quantum Translocator
« Reply #172 on: November 03, 2010, 08:54:03 am »
He already has grayscale.
Dispgraphr
The text would be only gray, but if it fixes a problem...

I am not using DispGraphr. It fails on my hardware / in Full / whatever. Front buffer = to be drawn to screen, back buffer = stuff that stays constant and is collision-detected.
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #173 on: November 03, 2010, 12:05:55 pm »
How do you have grayscale then? ??? Did you hard-code the grayscale I saw in the game?

And if you do

Normal
DispGraphr
Full

It will work fine on your hardware.

Offline JustCause

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Re: My First Quantum Translocator
« Reply #174 on: November 04, 2010, 08:50:14 am »
How do you have grayscale then? ??? Did you hard-code the grayscale I saw in the game?

And if you do

Normal
DispGraphr
Full

It will work fine on your hardware.

1. Yes
2. YAY

Will change super-immediately.
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #175 on: November 04, 2010, 09:43:39 am »
Lol ok. But yeah it's due to the crappy LCD driver not being able to keep up with a 15 MHz DispGraphr. xLIB did that around version 0.4a when I was beta-testing it.

Offline JustCause

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Re: My First Quantum Translocator
« Reply #176 on: November 04, 2010, 10:04:59 am »
Also, what's the little square about?  I can tell it stays at the same height as the player sprite, but I have no idea what it might be beyond that.
I have no idea what you're talking about. The entire engine is made of little squares. Please elaborate.
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #177 on: November 04, 2010, 06:49:19 pm »
Same here. At first I thought he meant the top-left square that appears until you can warp again, but I got confused after the first question. ???

Offline Darl181

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Re: My First Quantum Translocator
« Reply #178 on: November 04, 2010, 07:05:36 pm »
Upon the start of play, a little 3*3 square appears to the right of the player sprite (what the player controls).
The height changes according to the player.  Meaning that if you jump, the 3*3 square jumps as well.
And sometimes when I drop a shadow or something it moves to a different part of the screen left or right, always staying at the same height.
Say, I start a new game.  The rouge square is a few pixels to the right of the player sprite.  But I drop a shadow, and it jumps more than halfway across the screen.

You said you hard-coded the grayscale?  I wonder if that's part of it...
Just as a curiosity that might be related, what's the player sprite supposed to look like?  Is it supposed to be a solid square, or an outline?  I ask that because there's two (solid) squares, they stay at the same height, and they xor each other to make a sort of outline.

Ah.  It is supposed to be an outline.
Dj made a GIF a while back.

Mine shows up as two solid squares.

I got a video of the bug with my digital camera.  Problem is, it's 13,219 kb.
Mediafire link
« Last Edit: November 04, 2010, 07:46:40 pm by Darl181 »
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Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #179 on: November 04, 2010, 10:33:54 pm »
Wow strange...

I wonder if that could be caused by your recent calc OS issues?