Don't have an account? Register now to chat, post, use our tools, and much more.
Latest Headlines
Online Users
There are 134 users online: 9 members, 91 guests and 34 bots. Members: Eeems, flyingfisch, HOMER-16, Tari. Bots: VoilaBot (2), Spinn3r (1), MSN/Bing (1), Magpie Crawler (4), VoilaBot (4), Googlebot (20), MSN/Bing (2).
RSS & Social Media
SAX
You must log in to view the SAX chat widget
|
| Author |
Message |
|
PierrotLL

Advanced Newbie

Joined: 29 Nov 2011 Posts: 71 Location: France
|
Posted: 03 Feb 2012 01:25:10 pm Post subject: [Prizm] Gravity Duck |
|
|
Hi all, want some Prizm Game ? I publish here a first demo of Gravity Duck on Prizm.
I write this version in November 2011 and since I wait a way to overclock the Prizm. I never published it before because I hoped to publish directly the final version, but KermMartian with his great Tetrizm convinced me.
I still have to make the menu, and animations when the duck appear/disappear or explode.
The big problem is the speed, I have no Prizm so I work on emulator, and the game run with 50FPS, but on-calc, it's only 15FPS. That's why I need overclock.
Update 04/04/2012 - Beta 2
I've added the main menu and the pause menu, and also overclock (thanks to Ashbad).
Overclock is fixed on 94.3MHz, but if you have already a higher frequency, it will be retained.
Update 04/07/2012 - Final version
Finally, I tottaly completed Gravity Duck.
Just missing the "growing duck" animation and the fade in/out between levels, but there is not enough memory to load the animation.
More informations on the download page
Download Gravity Duck _________________ My fx-9860G & Prizm games
My fx-9860G graphic library, MonochromeLib
Last edited by PierrotLL on 07 Apr 2012 09:41:16 am; edited 4 times in total |
|
| Back to top |
|
|
gbl08ma
Power User

Joined: 26 Nov 2011 Posts: 475 Location: Portugal
|
|
| Back to top |
|
|
PierrotLL

Advanced Newbie

Joined: 29 Nov 2011 Posts: 71 Location: France
|
|
| Back to top |
|
|
flyingfisch

Super-Expert

Joined: 02 Feb 2012 Posts: 896 Location: Akron, OH
|
Posted: 03 Feb 2012 01:55:28 pm Post subject: |
|
|
The graphics are GREAT! I didn't want a PRIZM up til today. Are you planning on becoming a casio salesman? XD _________________

 
 |
|
| Back to top |
|
|
KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55760 Location: Earth, Sol, Milky Way
|
Posted: 03 Feb 2012 02:11:39 pm Post subject: |
|
|
Wait, how did you take that beautiful screenshot? Did you use the Prizm Manager emulator for that? I am sure we can help you figure out how to optimize the game. _________________
 |
|
| Back to top |
|
|
PierrotLL

Advanced Newbie

Joined: 29 Nov 2011 Posts: 71 Location: France
|
|
| Back to top |
|
|
KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55760 Location: Earth, Sol, Milky Way
|
Posted: 03 Feb 2012 04:02:12 pm Post subject: |
|
|
| PierrotLL wrote: | | @KermMartian : Yes, I use the Casio fx-CG Manager (I have no Prizm). If you find any idea to improve the speed, it will be awesome (sources are included) | I've looked through your code quite a bit, and I'm afraid I'm not seeing much to optimize at all. Your drawing routines in particular (with their clever palette-based method) is rather tight code. _________________
 |
|
| Back to top |
|
|
AHelper

LONG LIVE COMICTECH

Joined: 30 Jan 2011 Posts: 1660 Location: Aufhelperstan, Utopian Republic
|
Posted: 03 Feb 2012 04:04:13 pm Post subject: |
|
|
about the background image, do not forget that the backup VRAM can be accessed to save your background and not waste space. I am not sure if swapping is done by copying or if memory mapping is done _________________ °ᴥ° Get Lucky
<BrandonW> "You don't even want to know what TI Connect does when it's just detecting your calculator...It ACTUALLY ERASES THE SWAP SECTOR on every communication attempt...EVERY SINGLE ATTEMPT...Yes, TI Connect will kill your calculator..What do I have to do to get your attention?!....Such a bloated protocol." |
|
| Back to top |
|
|
helder7
Member

Joined: 23 Dec 2011 Posts: 136
|
Posted: 06 Feb 2012 12:45:35 pm Post subject: |
|
|
I was testing the demo on my calculator - fx-cg20
the graphics of the game is very good, just needs more speed only ;(
due to low speed, some levels of the game is not playable
I made a video of the impossible level, -> http://videobam.com/ZRApn _________________ SiO2 + CaCO3 ----------> CaSiO3 + CO2 |
|
| Back to top |
|
|
Eiyeron

Member

Joined: 12 Dec 2011 Posts: 158
|
Posted: 06 Feb 2012 01:05:13 pm Post subject: |
|
|
I already finished the game 3 or 4 times, the game is really finishable... _________________
  |
|
| Back to top |
|
|
helder7
Member

Joined: 23 Dec 2011 Posts: 136
|
Posted: 06 Feb 2012 02:38:03 pm Post subject: |
|
|
| Eiyeron wrote: | | I already finished the game 3 or 4 times, the game is really finishable... |
in emulator yes, in calculator is almost impossible, the space between the two seeds is of size of the duck
moreover, if try to do 2 jumps followed, past one seconds, sometimes the duck does not jumps
 |
|
| Back to top |
|
|
elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10234 Location: A galaxy far far away......
|
|
| Back to top |
|
|
Ashbad

... I think redheaded girls are kind of cool

Joined: 01 Dec 2010 Posts: 2418 Location: Stomp Stomp Stomp, The Idiot Convention
|
Posted: 06 Feb 2012 03:30:27 pm Post subject: |
|
|
Very nice work I've already played to the impossible level, but up until there, I was rather impressed by how good it was (not to say I was uninpressed with the small occurance I can't pass that everyone is pointing out -- that's not your fault really)
| helder7 wrote: | | Eiyeron wrote: | | I already finished the game 3 or 4 times, the game is really finishable... |
in emulator yes, in calculator is almost impossible, the space between the two seeds is of size of the duck
moreover, if try to do 2 jumps followed, past one seconds, sometimes the duck does not jumps
|
I assume the reason is that he's using the RTC for a seconds delay to tell when to shoot the bullets; because it's running at 1/3rd speed on the actual calculator, the bullets move slower, but they get generated just as fast, leading to unintended gaps like that. Correct me if I'm wrong, but it seems the only viable reason. _________________ -Ashbad |
|
| Back to top |
|
|
helder7
Member

Joined: 23 Dec 2011 Posts: 136
|
Posted: 06 Feb 2012 04:42:10 pm Post subject: |
|
|
| Ashbad wrote: | Very nice work I've already played to the impossible level, but up until there, I was rather impressed by how good it was (not to say I was uninpressed with the small occurance I can't pass that everyone is pointing out -- that's not your fault really)
| helder7 wrote: | | Eiyeron wrote: | | I already finished the game 3 or 4 times, the game is really finishable... |
in emulator yes, in calculator is almost impossible, the space between the two seeds is of size of the duck
moreover, if try to do 2 jumps followed, past one seconds, sometimes the duck does not jumps
|
I assume the reason is that he's using the RTC for a seconds delay to tell when to shoot the bullets; because it's running at 1/3rd speed on the actual calculator, the bullets move slower, but they get generated just as fast, leading to unintended gaps like that. Correct me if I'm wrong, but it seems the only viable reason. |
the game has really good quality, I was impressed not only with this game, but with all those made by Pierrotll for fx9860
he is an excellent programmer, one of the best in casio community! Even without a Prizm, he made this game, just using the emulator
The cause you have spoken, is likely to be the cause of the seeds appear close together
To fix it I think the best would be overclocking the prizm! If it is not possible, we will confine ourselves to optimize the game |
|
| Back to top |
|
|
pokemonrules9
Newbie

Joined: 09 Oct 2011 Posts: 3
|
Posted: 06 Feb 2012 05:15:26 pm Post subject: |
|
|
| helder7 wrote: | | Eiyeron wrote: | | I already finished the game 3 or 4 times, the game is really finishable... |
in emulator yes, in calculator is almost impossible, the space between the two seeds is of size of the duck
moreover, if try to do 2 jumps followed, past one seconds, sometimes the duck does not jumps
|
The seed level is ACTUALLY possible. I played it for about 10 minutes before i could get the hang of getting between the seeds it is EXTREMELY difficult, requiring precise time, but nonetheless, is possible. ALSO, after about 20 minutes of playing, a system error comes up telling me to reboot... So i dont know what thats about... but it is a great game  |
|
| Back to top |
|
|
PierrotLL

Advanced Newbie

Joined: 29 Nov 2011 Posts: 71 Location: France
|
Posted: 07 Feb 2012 07:01:28 am Post subject: |
|
|
@AHelper: There is a way to copy the 0x88000000 VRAM to 0xA8000000 ? Have you any informations about utility of the cacheable VRAM?
@helder7: yes, I'm aware of this problem, it's exactly what ashbad said, the game use RTC_GetTicks for timing movements. In fact, I use exactly the same engine than in Gravity Duck for fx-9860, but on Prizm, due to low FPS, some object move each frame, so the duck can't move faster. If I delete background, the game is faster (but uglier) and more playable. Maybe I overvalued the Prizm, I hope we'll find some tricks to improve graphics management.
@pokemonrules9: A system error? When ? Can you reproduce it?
For this game, the RAM size was a real problem, I needed to use a palette method to put all sprites in RAM (I won't store them in ROM in the g3a, because a lot are just a symmetry or a rotation of another sprite. e.g I store the duck animation in only one orientation, and manipulate it to have it in 8 different orientations).
Another trick is to increase the allocable RAM. I saw in a few years ago on fx-9860 that you can allocate more memory after allocating a lot of small buffers (and freeing them), and it's similar on Prizm. To illustrate that, I made this little program which allocate/free buffers and increase their size while no error occurs. And with it, we easily see how to increase allocable RAM :
First I request 1 buffer, it can allocate 65528 bytes max (65524 for the buffer, 4 for the pointer array).
After, I request 8000 buffers, it can allocate 96000 bytes max (8 bytes each buffers, 32000 for the pointer array).
If I request 1 buffer again, it can allocate 131056 bytes max !
Strange, it isn't ?  _________________ My fx-9860G & Prizm games
My fx-9860G graphic library, MonochromeLib |
|
| Back to top |
|
|
Purobaz

Advanced Newbie

Joined: 26 Nov 2011 Posts: 67 Location: France
|
Posted: 07 Feb 2012 12:01:28 pm Post subject: |
|
|
| Quote: | | ALSO, after about 20 minutes of playing, a system error comes up telling me to reboot... |
I have succeed in this difficult level, but a system error also appeared.
I don't remember which level it was. |
|
| Back to top |
|
|
pokemonrules9
Newbie

Joined: 09 Oct 2011 Posts: 3
|
Posted: 07 Feb 2012 07:07:24 pm Post subject: |
|
|
| PierrotLL wrote: | @pokemonrules9: A system error? When ? Can you reproduce it?
|
it says
"System ERROR
REBOOT :[EXIT]
INITIALIZE:[EXE]
ADDRESS(R)
TARGET=47181466
PC =881EE5B8"
Do you want a picture of it? |
|
| Back to top |
|
|
PierrotLL

Advanced Newbie

Joined: 29 Nov 2011 Posts: 71 Location: France
|
|
| Back to top |
|
|
KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55760 Location: Earth, Sol, Milky Way
|
Posted: 08 Feb 2012 10:02:49 am Post subject: |
|
|
PierrotLL, with that PC and your current executable, you should be able to figure out where in your executable the segfault happened. Actually, hmm, I wonder if there's a such thing as a cross-platform GDB for inspecting executables for "foreign" architectures. _________________
 |
|
| Back to top |
|
|
|
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.
» Go to Registration page
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
© Copyright 2000-2013 Cemetech & Kerm Martian :: Page Execution Time: 0.041518 seconds.
|