Author Topic: Rolling ball that jump on tracks in mode-7 3d. [HBJ project]  (Read 22656 times)

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Offline meishe91

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What about drawing each point individually using a line algorithm? Would that be any faster than the line commands? I don't know how fast they are now.
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Offline LincolnB

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boot2490, that's just basically how Quigibo's mode 7 axe demo works. (HappyBobJr, am I correct in assuming you used a lot of his axe code for this? ;) )
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Offline Happybobjr

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boot2490, that's just basically how Quigibo's mode 7 axe demo works. (HappyBobJr, am I correct in assuming you used a lot of his axe code for this? ;) )

"99.9999% if this code is Quigibo's"
Yes you are correct.
I modified it a bit for speed and optimizations though, so i don't feel too bad :P

I have gotten it quite fast now.


This project is going on hold (ish) for a few days.
I am now working on tiles and a map maker for the game to make it easier to test, and more fun to play.
I guess that really ising putting it on hold, but i won' be working on gameplay.
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Offline Happybobjr

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Golly the map editor is harder than i thought.
I have the writing to ti-basic program part down, but i can't figure out how to actually make the editor :/
School: East Central High School
 
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Offline Darl181

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How are you storing the level?
(1 byte/tile, 1 bit/tile, etc)
« Last Edit: October 02, 2011, 01:36:39 pm by Darl181 »
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Offline Happybobjr

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Data(.......)->GDB1
School: East Central High School
 
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Offline Happybobjr

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Ok, so i figured out my problem.  I was  using the variable Z for two things :/

Also do not do Fill(L3,1,30)
It causes weirdnesses
School: East Central High School
 
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TI-Nspire    |||  Lent out, and never returned
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Offline Freyaday

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Ok, so i figured out my problem.  I was  using the variable Z for two things :/

Also do not do Fill(L3,1,30)
It causes weirdnesses
Are you using the back buffer?
In other news, Frey continues kicking unprecedented levels of ass.
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Offline Happybobjr

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I am using L3 just as free ram for the map maker.
School: East Central High School
 
Axe: 1.0.0
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Offline Freyaday

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I am using L3 just as free ram for the map maker.
Well then, I suppose that's a bug. Better report it then!
In other news, Frey continues kicking unprecedented levels of ass.
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Offline Happybobjr

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Nope, i doubt that is a bug.
I was doing
Fill(loc,#,quantity)
instead of
Fill(loc,quantity,#)

Got the maker finished :)
School: East Central High School
 
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Offline Freyaday

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Nope, i doubt that is a bug.
I was doing
Fill(loc,#,quantity)
instead of
Fill(loc,quantity,#)

Got the maker finished :)
Lol, nice.
In that order.
« Last Edit: October 02, 2011, 06:04:11 pm by Freyaday »
In other news, Frey continues kicking unprecedented levels of ass.
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Offline Happybobjr

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source is 1600 bytes
Compiled is 1916 bytes


To do, in this order.

*Optimize and remove unneeded variables.  about 750 cycles per frame i think.
*Fix rolling ball sprite.
*organize code.
*Add more tiles.  ie Slowdown and conveyor belt tiles, anti gravity and such.
*Say hi to Frey.
* Request someone finds some more optimizations.
* Code death.
* Publish.

Edit: Best easy optimisation ever.
from
1,3
to
1,+2
« Last Edit: October 02, 2011, 06:39:35 pm by Happybobjr »
School: East Central High School
 
Axe: 1.0.0
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TI-Nspire    |||  Lent out, and never returned
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Offline squidgetx

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Nice so far. My only complaint is that the map seems to be hard to see. Like, you can only really see clearly the tiles that are like 2 rows in front of you, before that the edges aren't too well defined :(

Offline Happybobjr

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That is fixable to some extent.
It costs speed though.  but it looks like i shouldn't have problems with that.
Only side effect is that it makes it go to slow with edges bolded.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
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