Author Topic: Star Fox  (Read 52424 times)

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Offline tloz128

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Re: Star Fox
« Reply #135 on: August 16, 2010, 08:19:32 pm »
people are going to be staring at me when I'm shouting out Peppy quotes in math class...
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Offline Empyreal

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Re: Star Fox
« Reply #136 on: August 17, 2010, 12:39:12 am »
I know a lot of people have said it already, but.... Wow.
I've never stared at a gif for so long.  Seriously exciting stuff.

Offline Magic Banana

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Re: Star Fox
« Reply #137 on: August 17, 2010, 12:51:44 am »
In the asteroid level in the snes star fox, the scenery isn't made out of any rendered polygons at all (there isn't really much scenery anyway :P). The asteroids themselves are scaled sprites. So, in the asteroid level (which looks like it will be in the game by looking at Magic Banana's Lylat System mockup), will you be using sprites or making 3d models for the asteroids? If you choose to go with asteroid sprites, I made some at different sizes (assuming that you won't scale them, but draw different sprites for the asteroids' distances). I also made a mockup for what it would look like in the game, because mockups look cool :P.

Yeah, I wasn't sure what would be polygons and what would be sprites so I left the enemies alone. Oh, don't forget about the asteroid with that nice grin going on.  ;D

@thepenguin77
Looks pretty nice so far, and I know it's just gonna keep getting better and better. Sadly, the Fall Semester for college has started for me, so I won't be able to do as much as I have over the summer. I'm not gonna stop spriting, but I'm letting you guys know that i won't be able to dish out as many awesome screens as before (except if you catch me when I have some free time over the weekend ;))
« Last Edit: August 17, 2010, 12:53:31 am by Magic Banana »
I do sprites and stuff, so yeah.

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Offline DJ Omnimaga

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Re: Star Fox
« Reply #138 on: August 17, 2010, 11:33:41 am »
Quote
If I may make one point of criticism: please don't invert the up and down keys! I think some may like it but some don't. Perhapse this could be a option? It is just a personal preference...I guess some share that preference. (< not to be rude or anything, just saying)

Imo this is probably better as an option (if possible), allowing people to choose what they want.
Yeah I think it should be like the SNES version: allow people to choose. Personally, I prefer inverted, but on a calculator, since the screen is stuck with the keypad, Idk if it might feel a bit weird, so it might be best to allow both.

As for the other screenshot it is EPIC! That's going in Major TI projects and front page for sure, when I update those places again.

One question, though: What'S the difference between STARFOX2.8XP and STARFOX3.8XP?

Offline thepenguin77

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Re: Star Fox
« Reply #139 on: August 17, 2010, 11:48:32 am »
First a little background. Like I said earlier, I had to make a custom font routine. But since the whole small font map is about 2kb or something, I just left it out. Instead, I go to _sFont_len, and use the page number from the bcall to look for the start of the font table.

The difference between the two is that Kerm Martian tried to play it on an 83+ and said it wasn't working. He told me that it crashed when it was searching for the font. So I switched to using _Load_sFont instead. That was the only change, and it still doesn't work on os's 1.xx. The problem is that I have no way to test on those calculators.
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Offline DJ Omnimaga

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Re: Star Fox
« Reply #140 on: August 17, 2010, 11:51:43 am »
Oh wait, there was 83+ support?? O.O I was sure this game was only gonna be for 15 MHz calcs

I hope you can figure out. You could maybe ask for help on the forums directly, both here and Cemetech, since there are other ASM coders who might want to help.

Offline ztrumpet

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Re: Star Fox
« Reply #141 on: August 17, 2010, 04:32:52 pm »
Woah!  This is incredible!  The Penguin, you're doing an amazing job at coding it, and Magic Banana and yunhua are doing an amazing job spriting this.  Wow.  Excellent work.  Oh, and I think +10 respect for one post is higher than I've seen before. ;D

Wonderful job! ^-^

Offline willrandship

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Re: Star Fox
« Reply #142 on: August 17, 2010, 06:41:58 pm »
I was just wondering...is the 3D in this engine capable of full rotation? It would be really cool to use this for games like Descent! Can you only face forward, like raycasting, or can you look up and down?

Ooh! If that is possible, maybe you could do an "all range mode" style of play like in the n64 version of starfox! I always liked that part the most.

Offline Hot_Dog

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Re: Star Fox
« Reply #143 on: August 17, 2010, 06:53:07 pm »
You know, if you were to enable music for this game, I could make a pretty sweet rendition of the Star Fox 64 Versus music :)

Offline patriotsfan

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Re: Star Fox
« Reply #144 on: August 17, 2010, 06:55:31 pm »
I'm all for the 83+ support! :)


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Offline thepenguin77

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Re: Star Fox
« Reply #145 on: August 17, 2010, 07:00:44 pm »
Oh wait, there was 83+ support?? O.O I was sure this game was only gonna be for 15 MHz calcs

It's just for 15MHz, all of his problems were caused because of the fact that he didn't know that.

I was just wondering...is the 3D in this engine capable of full rotation? It would be really cool to use this for games like Descent! Can you only face forward, like raycasting, or can you look up and down?

Ooh! If that is possible, maybe you could do an "all range mode" style of play like in the n64 version of starfox! I always liked that part the most.

No, it doesn't do rotation. That would require much more math. I actually sat on the couch for about an hour moving my arms in different rotations trying to visualize how you could rotate coordinates. But thankfully I realized that starfox doesn't rotate them either. I was envisioning Descent too (though I've always thought it was called destination saturn) but I think that would be way too slow with the numbers of polygons. Plus the rotation would give it enough calculations to really slow it down.

If you haven't figured it out, this means no "all range mode."

You know, if you were to enable music for this game, I could make a pretty sweet rendition of the Star Fox 64 Versus music :)
That would require way too much processor time. Any spare time I have would be going towards a bigger screen anyways.

I'm all for the 83+ support! :)

Ahh! Stop posting while I'm posting. lol. I don't see any possible way to make this happen on the 83+. By the end of this, I wouldn't doubt that the program will be 20kb + 5kb for program data and it will be using 20kb of storage memory. Not to mention the lack of crystal timers and 6MHz.
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Offline ztrumpet

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Re: Star Fox
« Reply #146 on: August 17, 2010, 07:45:16 pm »
Plus the rotation would give it enough calculations to really slow it down.
Funny.  Isn't this on a calculator? :P
(Sorry, it just made me laugh ;D )

This is really cool, and I'm glad you figured out how to make it work.  Thanks The Penguin for this excellent game! :D

Offline tloz128

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Re: Star Fox
« Reply #147 on: August 17, 2010, 08:53:40 pm »
will the bosses be sprites or made of polygons? i'm particularly wondering about andross; i don't think he wouldn't seem the same if he was a sprite... :P
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Offline thepenguin77

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Re: Star Fox
« Reply #148 on: August 17, 2010, 09:04:03 pm »
will the bosses be sprites or made of polygons? i'm particularly wondering about andross; i don't think he wouldn't seem the same if he was a sprite... :P

Yes, bosses will be easier in that sense. During the boss battle there are no background shapes. Therefore, all rendering power goes straight at the boss.
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Offline DJ Omnimaga

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Re: Star Fox
« Reply #149 on: August 18, 2010, 12:57:13 pm »
It would be nice to add the asteroid field as shown in another screenshot on another page. It looks quite cool. Unless sprite scaling is too slow with so many of them?

If you add asteroid field you show also add the out of this dimension or black hole worlds :P