Author Topic: Rolling ball that jump on tracks in mode-7 3d. [HBJ project]  (Read 22786 times)

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Offline Happybobjr

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Huge optimization thanks to Runner.

Using his LCDKIT Axiom, I can remove "+32".

That is 21 cycles removed per pixel shown. :D
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Offline aeTIos

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Epic. Is there also size win?
the game
« Last Edit: October 09, 2011, 11:43:11 am by aeTIos »
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Offline Sorunome

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WOW, that is awesome!

THE GAME
Also, check out my website
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Offline Happybobjr

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(@ TIOS) Nope, the code is slightly larger.  But it isn't very noticeable.

The program is currently 1927 bytes.  which is only about 300 more than the source ;)
« Last Edit: October 09, 2011, 11:47:30 am by Happybobjr »
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Offline aeTIos

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Thats not too bad
so the program runs way faster now?
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Offline Happybobjr

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It runs smoother and quite a bit faster from last update.
School: East Central High School
 
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Offline aeTIos

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Nice. Can you now also add new features or don't you want to do that?
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Offline Happybobjr

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Lol, my problem is getting a strong amount of time for only programming :P
I only get a few min here and there between homework, Karate, Pole-vault, and boyscouts.  (and trying to teach myself about rotating 3d ;) )

I think the first features i will add are new tile types, including an anti-gravity block.

Edit: here is the latest build  (and if someone can make a screeny, it would be appreciated.  I can't get wabbit to make the screeny smooth grey)
« Last Edit: October 09, 2011, 12:01:34 pm by Happybobjr »
School: East Central High School
 
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Offline aeTIos

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Cool. could you maybe upload your current version?
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Offline Happybobjr

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Re: Rolling ball that jump on tracks in mode-7 3d. [HBJ project]
« Reply #84 on: October 09, 2011, 12:01:42 pm »
i did http://www.omnimaga.org/index.php?action=dlattach;topic=10657.0;attach=9799

I do it separately out of habit.   There used to be a bug where it would fail sometimes, and i didn't like rewriting things :P

and here is source if u want to look for optimizations.
« Last Edit: October 09, 2011, 12:09:12 pm by Happybobjr »
School: East Central High School
 
Axe: 1.0.0
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Offline Happybobjr

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Ok, I might actually be able to implement rotation in the game this game.  Haven't tried it out yet as i have to move some buffers around :/  but i will be working on it.

Anyone know a way i can do...
Data(768 0's)->GDB2
other than typing them in manually...
« Last Edit: October 09, 2011, 07:40:48 pm by Happybobjr »
School: East Central High School
 
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TI-Nspire    |||  Lent out, and never returned
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Offline ralphdspam

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Ok, I might actually be able to implement rotation in the game this game.  Haven't tried it out yet as i have to move some buffers around :/  but i will be working on it.
Woo!  Do you mean ground rotation?  If so, that would be great!
« Last Edit: October 09, 2011, 07:43:51 pm by ralphdspam »
ld a, 0
ld a, a

Offline Happybobjr

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Ya I do,  Not sure if this will be the same game from start to finish ;)  Goals in it may change along the way.

I didn't realize that i wouldn't have to rotate the whole screen, just what the user could see.


Time to make some calculations for depth seen, then use that to determine how much of the screen should be rotated.



Also, about time for bed.  (to dream about Mariokart on calc)... (oh and dream about the Nspire's RSA keys to be factored)
« Last Edit: October 09, 2011, 07:51:22 pm by Happybobjr »
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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Offline ralphdspam

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I'm just curious.  How would you rotate the image?
ld a, 0
ld a, a

Offline Happybobjr

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here is the unoptimized version...
Code: [Select]
:For(X,0,95)
:For(Y,0,63)
:cos(A)->D
:sin(A)->E
:If pxl-Test(X,Y)^r
:Pxl-on((X*D-(Y*E)//128,Y8D+(X-16*E)//128)
:END:END:END



What I am planning to do about speed is only checking aprox, a 32*32 area.
If that is too little, i will change it to a 48*48 area, or change depth perception.
« Last Edit: October 09, 2011, 07:56:55 pm by Happybobjr »
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
____________________________________________________________