Author Topic: Tunnel clone, with a little twist *runs*  (Read 9784 times)

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Offline calcdude84se

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Re: Tunnel clone, with a little twist *runs*
« Reply #15 on: April 29, 2010, 08:14:27 pm »
Sometimes code can just get really confusing after extensive optimization. For example, lots of good BASIC programs and ASM programs. If the code can be followed with relative ease, then ignore that particular comment.
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Offline DJ Omnimaga

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Re: Tunnel clone, with a little twist *runs*
« Reply #16 on: April 29, 2010, 08:17:31 pm »
Aaah ok. Well, most of my optimizing are stuff like 1->A->B+1->C instead of 1->A:1->B:2->C, and Pong example in the manual uses those IIRC. Besides that, the game code was not really optimized much since it was my first Axe game ever XD. Some of my old BASIC projects (like Reuben Quest series, The Reign Of Legends 3, Metroid II and xLIB xLIB Revolution) are extremly messy and impossible to understand, though x.x

Offline meishe91

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Re: Tunnel clone, with a little twist *runs*
« Reply #17 on: April 29, 2010, 08:19:31 pm »
Just curious, if someone were to go through your old BASIC games how much do you think could be optimized out?

On a "On-Topic" note. It looks really cool :) I haven't had a chance to try it out but I shall soon :D
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Offline DJ Omnimaga

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Re: Tunnel clone, with a little twist *runs*
« Reply #18 on: April 29, 2010, 08:26:08 pm »
Just curious, if someone were to go through your old BASIC games how much do you think could be optimized out?

On a "On-Topic" note. It looks really cool :) I haven't had a chance to try it out but I shall soon :D
I wish them good luck x.x the code is really hard to understand

thanks btw

Offline meishe91

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Re: Tunnel clone, with a little twist *runs*
« Reply #19 on: April 29, 2010, 09:09:49 pm »
How much size or speed do you think could be added to them if someone attempted such a feat?

Just tried the game, addicting :) Great job.
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Re: Tunnel clone, with a little twist *runs*
« Reply #20 on: April 29, 2010, 09:12:35 pm »
thanks, and for the code I'm really unsure x.x Idk if it could be shrinked down much but it may run faster and have no memory leaks.

Offline meishe91

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Re: Tunnel clone, with a little twist *runs*
« Reply #21 on: April 29, 2010, 09:14:17 pm »
Huh, interesting. Would be an interesting thing to do :P And you're welcome.
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Offline JustCause

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Re: Tunnel clone, with a little twist *runs*
« Reply #22 on: May 13, 2010, 03:55:37 pm »
This tunnel was brought to you by Rick Astley.

The tunnel itself seems a little weird...gets bigger and smaller randomly. Still, the point was to show Axe's capabilities, and they are really, really cool.
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Re: Tunnel clone, with a little twist *runs*
« Reply #23 on: May 13, 2010, 04:19:37 pm »
Oh it gradually shrinks down actually. However, the way it is coded, when it goes diagonally, it seems the diagonal paths are smaller.

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Re: Tunnel clone, with a little twist *runs*
« Reply #24 on: June 19, 2010, 09:44:20 pm »
This was just updated to Axe 0.3.0. No changes to the tunnel, except that the title screen now runs at 6 MHz to avoid issues with grayscale on real hardware.

Also DCS 6.6 has an issue with the DCS build of this game. Use the others for now. The size is roughly the same, but it increased a bit due to slowing down title screen to 6 MHz then back to 15 MHz once game starts.

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Re: Tunnel clone, with a little twist *runs*
« Reply #25 on: July 11, 2010, 05:14:04 pm »
I was bored once again and made another RickRoll tunnel, this time using 4 level grayscale. I am not sure if it looks good on calc, though :P

It also runs at 6 MHz through the entire game, unlike the monochrome build.
« Last Edit: July 11, 2010, 05:16:59 pm by DJ Omnimaga »

Offline Builderboy

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Re: Tunnel clone, with a little twist *runs*
« Reply #26 on: July 11, 2010, 05:24:19 pm »
Thats really cool!  The thing i like about the way greyscale is handled, is that it allows the grey to appear as a kind of transparency, like how the tunnel is grey, but everything behind it gets a little darker.  It makes it look really cool :)

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Re: Tunnel clone, with a little twist *runs*
« Reply #27 on: July 11, 2010, 05:37:10 pm »
Yeah me too, usually you can simply have the foreground stored to the back buffer then display stuff on the top. You can also do the opposite if you want the foreground to be lighter, for example

Btw the title screen is still 3 LV
« Last Edit: July 11, 2010, 05:37:35 pm by DJ Omnimaga »

Offline Builderboy

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Re: Tunnel clone, with a little twist *runs*
« Reply #28 on: July 11, 2010, 05:39:42 pm »
Looks great on the emu :) glad the multi-grey problem you were having was fixed, looks great!

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Re: Tunnel clone, with a little twist *runs*
« Reply #29 on: July 11, 2010, 05:42:09 pm »
well, I simply chosen game gray then set it at a different level that is somewhat high and it somehow fixed it