Author Topic: Nemesis- a new axe 3d rpg  (Read 34294 times)

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Offline DJ Omnimaga

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Re: Nemesis- a new axe 3d rpg
« Reply #75 on: June 29, 2012, 08:44:48 am »
Wow looks great, and see you later! ALso I didn't realize Tilem grayscale improved this much. Before it only supported 4 shades of gray that was perfectly timed, so even some ASM games looked crappy.

Offline Sorunome

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Re: Nemesis- a new axe 3d rpg
« Reply #76 on: June 29, 2012, 10:49:00 am »
Will there also be a english version?
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #77 on: June 30, 2012, 05:54:00 am »
Yes there will have an english version (it's just string to change, so yse)  8)
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #78 on: September 03, 2012, 10:43:20 am »
I think I found a new way to have a better and faster 3d for the game. I'll post you a screenshot when it's done

EDIT : based on raycasting
« Last Edit: September 03, 2012, 10:46:26 am by TheMachine02 »
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Offline DJ Omnimaga

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Re: Nemesis- a new axe 3d rpg
« Reply #79 on: September 03, 2012, 10:05:53 pm »
Can't wait to see it :)

Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #80 on: September 04, 2012, 03:46:37 am »
screenshot of 3d and the scaling routine I've done for the 3d  8)
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #81 on: September 04, 2012, 08:18:43 am »
I forgot to say : A and GLIB is for 3d
SPRSCRT is the scaling spirite routine (accept 16*16 spirite, call with SPR(x,y,x2,y2,y3,y4) and G is adress of spirite) -> if anyone want optimise this routine (for the FPS = 15-16  :w00t: ),I am agree !
« Last Edit: September 04, 2012, 08:19:04 am by TheMachine02 »
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #82 on: September 05, 2012, 01:27:33 pm »
the pnj dialogue box  ;D
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Offline DJ Omnimaga

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Re: Nemesis- a new axe 3d rpg
« Reply #83 on: September 05, 2012, 06:14:08 pm »
Looks nice. By the way, how fast is texture scaling? is it fast enough to be used in real-time map rotation?

Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #84 on: September 06, 2012, 03:52:39 am »
I think picture scaling is fast enough (on the screenshot you can see that I have 15-16 Fps at 6MHz )

I will try some test.
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #85 on: September 06, 2012, 05:32:03 am »
here.

as you can see, there is bug that must be correct (I have a little idea how correct them), but the speed is ok (6Mgz and pause 200)  ;D

(it's better on calc, the emu doesn't have the texture (wall ))
« Last Edit: September 06, 2012, 05:32:59 am by TheMachine02 »
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Re: Nemesis- a new axe 3d rpg
« Reply #86 on: September 06, 2012, 01:55:06 pm »
Seems quite nice indeed. I wonder how fast it will run with entire maps. Do you have routines to prevent walls from behind other walls from displaying to save speed? Also I notice when stuff move around, it seems to flicker. Is it due to WabbitEmu capture?

Offline Sorunome

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Re: Nemesis- a new axe 3d rpg
« Reply #87 on: September 06, 2012, 07:33:05 pm »
That is nice! And incredible at how fast your routine is O.o
EDIT: You should also make a english version of it ;)
« Last Edit: September 06, 2012, 07:33:46 pm by Sorunome »

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Re: Nemesis- a new axe 3d rpg
« Reply #88 on: September 06, 2012, 07:35:28 pm »
That looks great!

and yes an english version would be nice.
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Offline TheMachine02

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Re: Nemesis- a new axe 3d rpg
« Reply #89 on: September 08, 2012, 06:27:03 am »
the test map with texture and without.

and yes an english version would be nice.

there will be an english version.

Do you have routines to prevent walls from behind other walls from displaying to save speed?

not for the moment but I'm working on it (maybe a z-buffer)  ;D

Also I notice when stuff move around, it seems to flicker. Is it due to WabbitEmu capture?

It's because when I turn around, it's not very accurate = it's turn very fast. so we see a greyscale pic.

texture are transparents
« Last Edit: September 08, 2012, 06:27:30 am by TheMachine02 »
AXE/asm programmer - unleash the power of z80 //C++//C

epic 3D things http://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html