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darkstone knight
Advanced Member
Joined: 07 Sep 2008 Posts: 438
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Posted: 13 May 2009 03:09:22 pm Post subject: |
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hae you tested it on actual hardware? because it looks alot different (maybe too blurry?) on calc
also, i think you draw the background first, then the sprites, and then the tilemap? (+copy to the screen + erase)
looks cool btw, but it sucks it uses 15 mhz... |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 13 May 2009 03:23:51 pm Post subject: |
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darkstone knight wrote: hae you tested it on actual hardware? because it looks alot different (maybe too blurry?) on calc
also, i think you draw the background first, then the sprites, and then the tilemap? (+copy to the screen + erase)
looks cool btw, but it sucks it uses 15 mhz...
Yep, I've tested on hardware. It's pretty nice. ;)
My tilemap routine actually copies the previous frame to the screen, draws the background, and draws the tilemap all at the same time. The sprites will be drawn after the tilemap, once I actually make a sprite routine.
By the way, it's not exclusively 15MHz.
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ztrumpet
Active Member
Joined: 06 May 2009 Posts: 555
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Posted: 13 May 2009 03:30:43 pm Post subject: |
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Looks awesome!
Time to change the sig: (Postponed.) calc84maniac wrote: --------------------
~calc84maniac has spoken.
Projects:
Project M (aka Super Mario): Postponed.
F-Zero 83+: Working on it in spare time. |
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darkstone knight
Advanced Member
Joined: 07 Sep 2008 Posts: 438
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Posted: 13 May 2009 04:13:25 pm Post subject: |
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ahaa... but you might be able to combine the fastcopy routine and the tilemap routine (using exx?), i belive ducks mario uses that
like:
Code: LD DE,12; bufferwidth
put_tile:;input: mask + sprite @ IX, output @ HL
LD A,(HL);get layer w/ background and sprites
and (IX);AND w/ mask
or (IX+8);OR w/ tile
out ($10),A;output to screen
inc ix
inc add hl,de
djnz put_tile
this works for aligned tiles only, though
if you can make it work for non-aligned tiles(using an bitmask + rotates, too lazy to add that atm..) it'l work, fast
that may push the fps in the 35 range on the 83+, enough to make it playable (i dont like incompatible games in most cases 6 MHz is plenty)
edit: if you are really good, you can make it to draw the background at the same tile
Last edited by Guest on 13 May 2009 04:14:37 pm; edited 1 time in total |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 13 May 2009 05:36:53 pm Post subject: |
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calc84maniac wrote: My tilemap routine actually copies the previous frame to the screen, draws the background, and draws the tilemap all at the same time. |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)
Joined: 10 Nov 2003 Posts: 4468
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Posted: 11 Aug 2009 09:43:35 pm Post subject: |
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So how does your tilemapper work? |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 25 Apr 2010 08:12:43 pm Post subject: |
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Wow, I haven't posted in this topic in almost a year now... ah well, here's the latest screenshot and I'll let you figure it all out for yourselves :P
Also, I made a rudimentary music player for the 15MHz models, recorded here. |
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DigiTan Unregistered HyperCam 2
Super Elite (Last Title)
Joined: 10 Nov 2003 Posts: 4468
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Posted: 26 Apr 2010 07:45:29 pm Post subject: |
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It's New Super Mario Bros Wii style! |
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JoeYoung
Advanced Member
Joined: 15 Nov 2008 Posts: 316
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Posted: 28 Apr 2010 12:26:31 am Post subject: |
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Wii Style?
Looks similar to SMW mechanics with NSMB wall jump. |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 28 Apr 2010 10:36:44 am Post subject: |
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I'd like to say that this Mario game is a mix of stuff from the series... it's not just a particular game I'm cloning (though I think Super Mario World has the most influence)
Also, I made a grayscale version of Mario's sprite set... it's a keeper! :D
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SonicBoom95
Member
Joined: 31 Jan 2008 Posts: 237
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Posted: 28 Apr 2010 12:45:40 pm Post subject: |
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DIS GUNNA BE EPIC GUISE LOLOLOLOL
Looks very nice. Water, climbing, and grayscale parallax backgrounds. *continues watching screenshot* And wall-jumping. This is definitely cool. Tell me if I missed anything. [Insert generic "alpha please" here.]
EDIT + EDIT: Grammer and the spellleling.
Last edited by Guest on 28 Apr 2010 12:51:36 pm; edited 1 time in total |
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darkstone knight
Advanced Member
Joined: 07 Sep 2008 Posts: 438
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Posted: 28 Apr 2010 04:29:13 pm Post subject: |
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i was about to modify the "facepalm" image so it says "awesomeness" instant, but i coudnt find a good paraphrase
keep up the good work, finish it, will ya? |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 06 May 2010 12:12:53 am Post subject: |
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SonicBoom95
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Joined: 31 Jan 2008 Posts: 237
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Posted: 06 May 2010 07:55:47 am Post subject: |
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This is better than many GBA Mario games I've seen. |
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calcdude84se
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Joined: 09 Aug 2009 Posts: 207
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Posted: 06 May 2010 07:18:59 pm Post subject: |
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This is looking really nice. I would hope that it could become as good as the one for the 68k calcs, but that's just a far-off dream...
This makes me ask: [s]how large is the program so far? Would it have to be made an app?[/s]
Never mind, it's an app. How many pages?
Last edited by Guest on 06 May 2010 07:36:25 pm; edited 1 time in total |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 06 May 2010 08:25:58 pm Post subject: |
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It is currently one page, but I will probably need at least two pages. |
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cjgone Aw3s0m3
Active Member
Joined: 24 May 2006 Posts: 693
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Posted: 06 May 2010 09:29:54 pm Post subject: |
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calc84maniac wrote:
It is currently one page, but I will probably need at least two pages.
Wow, this project is so beastly. No idea what motivates you to continue, but screeny rocks.
How does the sloped 45 walk up work? I still have no idea =\. Is it an object that just increments x and y coordinates by 1 when you run into the object while holding the right button and decrements while moving left? Ah, but jumping into it would be ridiculous.. More checks or something... Ew.
Last edited by Guest on 06 May 2010 09:32:33 pm; edited 1 time in total |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 07 May 2010 12:08:18 am Post subject: |
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cjgone wrote:
calc84maniac wrote:
It is currently one page, but I will probably need at least two pages.
Wow, this project is so beastly. No idea what motivates you to continue, but screeny rocks.
How does the sloped 45 walk up work? I still have no idea =\. Is it an object that just increments x and y coordinates by 1 when you run into the object while holding the right button and decrements while moving left? Ah, but jumping into it would be ridiculous.. More checks or something... Ew.
You're right, it's very ridiculous. It's part of the reason why I restarted the project. This time, I made sure to plan support into my collision detection from the start. |
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Bhaliar
Member
Joined: 16 Nov 2009 Posts: 221
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Posted: 08 May 2010 11:25:09 am Post subject: |
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calc84maniac wrote:
cjgone wrote:
calc84maniac wrote:
It is currently one page, but I will probably need at least two pages.
Wow, this project is so beastly. No idea what motivates you to continue, but screeny rocks.
How does the sloped 45 walk up work? I still have no idea =\. Is it an object that just increments x and y coordinates by 1 when you run into the object while holding the right button and decrements while moving left? Ah, but jumping into it would be ridiculous.. More checks or something... Ew.
You're right, it's very ridiculous. It's part of the reason why I restarted the project. This time, I made sure to plan support into my collision detection from the start.
You know, I sit down and make basic programs that I think are amazing. Then, I see these and mine looks like a kindergardener drew it. XD. Great work. |
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calc84maniac
Elite
Joined: 22 Jan 2007 Posts: 770
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Posted: 24 Aug 2010 09:28:33 pm Post subject: |
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Here are the latest screenshots (second one is linked cause it's huge and has high FPS):
http://otbp.tifreakware.net/images/M20.gif
The most notable added features are Fire Flower and Fire Mario. |
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