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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 15 Dec 2004 05:36:08 pm    Post subject:

Gameplay wise...no not really, I don't plan on making this game...I just simply wanted to push things along and at least get a base of things. You are certainly welcome to make it Tr1p... Smile I did see that little Sonic "demo" you had.


edit: James was going to attempt this game, and Keith after that, but I haven't heard from them in a while, and so I just wanted to get a little life back into this project. Very Happy


Last edited by Guest on 16 Dec 2004 10:50:32 pm; edited 1 time in total
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 16 Dec 2004 08:21:39 pm    Post subject:

Now back onto topic. Anyone want to help? Leofox, tr1p1ea?
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leofox
INF student


Super Elite (Last Title)


Joined: 11 Apr 2004
Posts: 3562

Posted: 17 Dec 2004 09:27:05 am    Post subject:

shadowing wrote:
Now back onto topic. Anyone want to help? Leofox, tr1p1ea?

well, i'd like to help, but
1. i'm kind of busy with my own game, and school and stuff
2. I'm still learning asm, you might need someone more experienced for a fast-paced game like sonic.

But don't be afraid to ask if you want me to write a bit of code
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 17 Dec 2004 08:35:09 pm    Post subject:

Here is the titlescreen compressed by ZCP. 25% isn't a bad start. You can get even higher percentages by strategically placing horizontal patterns in the image. Regular RLE might do better, because ZCP only seems to want to compress 'runs' of $00s and $FFs. But seriously, 191 bytes is nothing to sneeze at, and since the decompression routine only takes 81 bytes (plus 9 bytes per call), you've already made up for it's size twofold!


Code:
; temp.zcp
; Compression = 25%; Saved = 191 bytes
.db $76,$80,$65,$87,$69,$80,$F0,$BF,$53,$8F,$DD,$65,$0A,$E2,$83,$54,$BB,$EE
.db $64,$09,$F3,$A1,$57,$BB,$E1,$62,$0A,$C7,$D1,$58,$BB,$EF,$62,$0A,$C7,$D1
.db $58,$AB,$EF,$60,$0B,$CF,$E9,$59,$B7,$EF,$5E,$0C,$CF,$F5,$5B,$97,$63,$0F
.db $48,$BF,$7F,$E0,$0C,$FF,$BF,$7F,$E0,$81,$F0,$FD,$CF,$5E,$BF,$58,$0C,$C0
.db $08,$C2,$BF,$4F,$BB,$EF,$59,$0C,$C0,$08,$E1,$8F,$50,$BB,$EF,$58,$A0,$0B
.db $E0,$8C,$90,$53,$BB,$EF,$56,$98,$0C,$C8,$86,$88,$9F,$4D,$BB,$EF,$55,$B2
.db $0B,$E1,$80,$C2,$83,$4F,$BB,$EF,$54,$A9,$0C,$E1,$80,$C2,$83,$4F,$BB,$E0
.db $53,$A8,$A0,$82,$81,$81,$84,$83,$4F,$8F,$58,$A4,$C8,$81,$80,$C0,$C2,$80
.db $6E,$A2,$E0,$81,$08,$C0,$C2,$80,$6D,$A1,$A8,$80,$C0,$90,$90,$48,$BF,$53
.db $8F,$4C,$A0,$D2,$80,$C2,$88,$88,$BF,$52,$83,$EE,$4E,$A0,$A9,$80,$C3,$C4
.db $84,$9F,$8B,$4E,$BF,$BB,$4B,$A0,$94,$A4,$A1,$E2,$82,$8C,$84,$4F,$BF,$83
.db $4A,$A2,$CA,$92,$90,$F1,$82,$83,$95,$9F,$49,$BF,$BB,$4A,$A1,$8A,$8D,$A0
.db $F2,$84,$80,$C8,$CF,$49,$BF,$BB,$49,$A1,$A6,$C7,$F0,$B9,$84,$C0,$9A,$97
.db $4A,$BF,$BB,$49,$A1,$A6,$C7,$F0,$B9,$84,$C0,$9A,$97,$48,$83,$51,$A0,$83
.db $A3,$F0,$9C,$C2,$C0,$88,$89,$61,$A0,$85,$91,$C0,$89,$81,$0B,$C0,$DF,$5C
.db $A0,$84,$E8,$14,$D2,$81,$80,$DF,$4D,$BB,$FF,$A0,$89,$F4,$13,$CA,$80,$C0
.db $AF,$FC,$8F,$BB,$FE,$A0,$8B,$F4,$0F,$F4,$A0,$84,$82,$BF,$FB,$FB,$DF,$F4
.db $81,$9F,$FC,$0D,$C8,$C0,$88,$82,$4A,$BF,$D7,$FC,$C0,$A7,$4A,$0D,$C7,$A0
.db $8C,$82,$BF,$F7,$FD,$48,$A0,$8B,$4B,$0D,$C2,$CC,$86,$80,$DF,$FB,$FE,$49
.db $A0,$8B,$4A,$0C,$E0,$D1,$81,$C0,$97,$FE,$48,$BF,$F4,$81,$BF,$FE,$0B,$E0
.db $D1,$81,$C0,$97,$FE,$52,$A0,$93,$48,$14,$D8,$C0,$D0,$8B,$5A,$A0,$97,$49
.db $12,$DE,$A0,$A8,$85,$5A,$A0,$93,$4D,$0C,$F0,$E2,$8F,$C0,$AF,$56,$A0,$97
.db $50,$80,$F8,$88,$E7,$D0,$8B,$58,$A5,$97,$59,$09,$C7,$DA,$A9,$BF,$54,$A2
.db $97,$56,$0C,$C0,$9A,$91,$BF,$53,$A2,$D3,$4F,$15,$F1,$F2,$D1,$BF,$52,$A0
.db $97,$4C,$B0,$11,$CF,$FA,$81,$BF,$52,$A0,$97,$4B,$90,$0D,$C4,$9F,$E8,$85
.db $7F,$7F,$7F,$65,$83,$FE,$8F,$E1,$E3,$C7,$F0,$9F,$67,$80,$FE,$83,$F0,$F1
.db $E3,$F0,$87,$68,$08,$F8,$83,$E0,$E3,$C7,$C0,$87,$66,$09,$F0,$E1,$E0,$E3
.db $C7,$87,$C7,$66,$87,$FC,$BC,$B8,$98,$F1,$E3,$6F,$83,$FC,$BC,$B8,$88,$F1
.db $E3,$70,$81,$F8,$F8,$F0,$91,$E3,$C7,$71,$83,$E3,$E3,$C0,$87,$8E,$9F,$70
.db $83,$C7,$C7,$88,$8E,$9C,$BF,$6F,$83,$C3,$87,$88,$8E,$9C,$9E,$9F,$68,$83
.db $C3,$87,$88,$8E,$9C,$9E,$9F,$64,$09,$F8,$83,$E3,$83,$C7,$C0,$87,$66,$08
.db $FE,$83,$F1,$C1,$E3,$F0,$87,$68,$81,$FF,$87,$F1,$F1,$E3,$F8,$8F,$7F,$73
.db $00
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 18 Dec 2004 02:21:42 am    Post subject:

Yeah for starters that's all right. Eventually, we will trickle it to 50%.

I'm learning too Leofox. Good luck to you.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 18 Dec 2004 11:22:38 am    Post subject:

Thank you! What did you use for compiling Digi? I couldn't get it to work...oh well maybe I am doing something wrong! But we got it anyhow! I wanted to get the B&W done today, with the stage screen too, but I don't think I am going to have the time. I gotta work soon. Hopefully tomorrow, I can get the b&w one done...

Last edited by Guest on 18 Dec 2004 11:22:59 am; edited 1 time in total
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 19 Dec 2004 06:36:48 pm    Post subject:

Sorry for the double post...but it is a day later. As promised, I got the B7W titlescreen/menu done. I will be posting the pic within the next ten minutes! The final B&W titlescreen is around 720 bytes.

edit: Here's the titlescreen/menu:
Now: 956 bytes, I saved 15 bytes!

edit2: I redid Mike's Stage screen:


Last edited by Guest on 19 Dec 2004 10:07:56 pm; edited 1 time in total
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 20 Dec 2004 01:35:18 pm    Post subject:

HOLY ****! That's great Madskillz. Is it compressed?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 20 Dec 2004 03:03:53 pm    Post subject:

Madskillz wrote:
Thank you! What did you use for compiling Digi? I couldn't get it to work...oh well maybe I am doing something wrong! But we got it anyhow! I wanted to get the B&W done today, with the stage screen too, but I don't think I am going to have the time. I gotta work soon. Hopefully tomorrow, I can get the b&w one done...

I just made an .asm file out of the uncompessed stuff and compressed the .obj file the assembler created. It should work with any assembler that generates an obj file along with the 8xp file.
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 20 Dec 2004 05:10:35 pm    Post subject:

I think you should outline the nose in white, it's a bit clearer that way.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 20 Dec 2004 06:13:40 pm    Post subject:

Ahhh...yes, the nose should be outlined, I hadn't seen that before! Good eye! Very Happy The titlepic is indeed compressed thanks to Digi and ZCP...The stage screen has not been compressed, but all in do time. I have a few ideas to throw out here first.
-For the stage screen, my original idea was this, to have the black arrows kinda flow right to their position. And then have the black lines go right, and then the text pop up in between the lines. Or I could simply just show the picture above and then place the text inside them...or maybe slide the text to the center. What do you guys think?

edit: Anybody notice the wierd dotted highlight in the pic...it only happens once and is quick. Well that is just something with VTIcapture, it doesn't actually do that on the calc. Smile I will continue to find/try different ways to make the pic smaller. Maybe try RLE compression and compare the two, I think I optimized my code the best I could...but I will try different ways, again to benefit the size of this game.


Last edited by Guest on 20 Dec 2004 06:18:09 pm; edited 1 time in total
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AlienCC
Creative Receptacle!


Know-It-All


Joined: 24 May 2003
Posts: 1927

Posted: 20 Dec 2004 08:31:54 pm    Post subject:

Its good to see progress on this project out in the open for a change...keep up the great team work guys!

--AlienCC
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 21 Dec 2004 03:50:16 am    Post subject:

There's a lot of black there, might it be an idea to store and draw an inverted image of the title screen and then invert the screen?

Just store the white pixels, draw them as black pixels, invert.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 21 Dec 2004 04:18:56 pm    Post subject:

Good idea! I'll bet we could get at least 30 or 35% compression just by doing that alone.
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 21 Dec 2004 05:02:54 pm    Post subject:

Quote:
...keep up the great team work guys!

-People said teamwork wouldn't work. If anything it is working fine. Of course if somebody could help me code a little bit!? Very Happy I can get this stuff done no problem. It is nice to see everybody working together as a community. Digi compressed the pic, mike made the graphics, me the code, and everybody else giving us the support. It truly is a team project.

I fixed the nose problem...he looks more like Sonic now. Also, about the inverting thing...shouldn't be to hard if you look at my very old (Shameless plug)Cobra demo on TI-calc.org, I did some inverting there. So do you want just an inverted pic of the current titlepic. I can do that and post it here for Digi to compress. By the way, I did get compressing to work, but it didn't turn out like Digi...I must be doing something wrong...oh well, we got Digi to compress for us! Smile
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 21 Dec 2004 06:26:50 pm    Post subject:

YAY!! Who's going to program? I wish I could, but I need to refine my skills a little bit more.

Actually, I could but it'd probably wouldn't turn out good.
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Mike_k


Newbie


Joined: 16 Sep 2004
Posts: 45

Posted: 22 Dec 2004 09:37:08 pm    Post subject:

I'm going to say... use Tr1p's demo program as base code. Get a grasp of how it works, switch out the sprites, then add on tilemapping. Once tile mapping is done (with collision on screen), move into scrolling. Polish up from there. This is the order I would take, I'll help out where I can with the coding. (I've got TONS of example tilemapping, scrolling, code around my computer. Even a great tilemap and scrolling ENGINE!) let me know who to send this to, I think it would really help you guys out. And of course, if you need any more graphics, let me know.

-Mike

PS: title screen looks good, my only opinion is to change the font you use for the "play" and "quit"; looks really, "calcy"? Razz
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Madskillz


Active Member


Joined: 02 Jan 2004
Posts: 608

Posted: 23 Dec 2004 03:00:44 pm    Post subject:

Oh....a scrolling engine already done...hmm nice Mike! Calcy...ha ha nice word, and that is because it is the exact text that the calc uses. Wink if you wanna make it more "sonic" like than I'll just put that in there.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 Dec 2004 11:37:03 pm    Post subject:

There is a stencil font called "Gaslight" that was used in Sonic 2 for the level openings. Sonic 3 used "Andes," which might be easier to draw on a calc. I don't know what font Sega uses for their logo, but you could even rip that off if you wanted. They're about about as Sonic-ish as it gets.
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shadowing
Powered by 64


Calc Guru


Joined: 06 Jan 2004
Posts: 1002

Posted: 25 Dec 2004 07:39:01 pm    Post subject:

Well. The graphics are going nice. I think i should try on creating the modules and etc.
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