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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 07 May 2008 05:02:41 pm    Post subject:

Some of you have seen the screenshots floating around on IRC. Now, it's official! Check out the project forum here.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 07 May 2008 07:13:49 pm    Post subject:

Alright! Something new for 2008! Keep us updated on the progress. Cool (ie- "Show us your moves!"
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 07 May 2008 07:21:06 pm    Post subject:

Pretty cool pseudo 3d engine ;o

That's very impressive in Asm and especially for the ti-83\84 calc.

Shame that I don't know how to do 3d. =.=
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Harrierfalcon
The Raptor of Calcs


Super Elite (Last Title)


Joined: 25 Oct 2006
Posts: 2535

Posted: 07 May 2008 08:37:21 pm    Post subject:

Wow man, that's some pretty intense stuff there. I wouldn't even know where to begin in ASM >_<.
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 07 May 2008 09:40:47 pm    Post subject:

awesome! post screens again for those who didn't see the magic the first time!
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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 07 May 2008 09:42:37 pm    Post subject:

DigiTan wrote:
Alright!  Something new for 2008!  Keep us updated on the progress.  Cool  (ie- "Show us your moves!"
[post="123384"]<{POST_SNAPBACK}>[/post]

Hmm, Captain Falcon reference there? :biggrin: Come on, I'm not that ugly... Wink

cjgone wrote:
Pretty cool pseudo 3d engine ;o

That's very impressive in Asm and especially for the ti-83\84 calc.

Shame that I don't know how to do 3d. =.=
[post="123385"]<{POST_SNAPBACK}>[/post]

Well, it really helped me to draw it out on paper. :)

Harrierfalcon wrote:
Wow man, that's some pretty intense stuff there.  I wouldn't even know where to begin in ASM >_<.
[post="123389"]<{POST_SNAPBACK}>[/post]

Wow, me neither! That's why I made pseudocode in Basic first. Razz Believe me, this didn't come from scratch. I think my original ASM try got about 1 frame per second... and it didn't even work.
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Harrierfalcon
The Raptor of Calcs


Super Elite (Last Title)


Joined: 25 Oct 2006
Posts: 2535

Posted: 08 May 2008 06:32:37 am    Post subject:

Lol. I tried doing a 4-directional maze in Basic once--it was terribly slow XD.

-runs off to go work on something less complicated-
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 08 May 2008 11:20:32 am    Post subject:

tr1p1ea wants you to make Mario Kart
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bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 08 May 2008 01:28:31 pm    Post subject:

I second the motion that you should make Mario Kart.

Of course, you should finish your prior projects first that way you don't get too many started.
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 08 May 2008 01:47:01 pm    Post subject:

DJ Omnimaga wrote:
tr1p1ea wants you to make Mario Kart
[post="123406"]<{POST_SNAPBACK}>[/post]


regardless, this project will make more news than the 68k F-Zero game!
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Zaphod Beeblebrox


Member


Joined: 02 Jul 2007
Posts: 119

Posted: 08 May 2008 04:43:54 pm    Post subject:

bananaman wrote:
I second the motion that you should make Mario Kart.

Of course, you should finish your prior projects first that way you don't get too many started.
[post="123408"]<{POST_SNAPBACK}>[/post]


[cough]Project M[/cough]
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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 09 Nov 2008 11:26:29 pm    Post subject:

I've been working on this a bit, and I think I have the sprite-coordinate-getter-finder-thingamajig working... finally...

Right now I'm displaying one of 3 sprites depending on how far away you are... which makes it look a bit strange, but at least that's how the 68K version did it. Also, I only have the sprite from the back, so it looks a bit odd without rotation. I hope to get a scaled sprite routine working so I can display the ship at any size, but if that ends up too slow, I'll be sticking with the fixed set of sizes.

Anyway, here's the screenshot goodies!
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 10 Nov 2008 12:32:36 am    Post subject:

Amazing.
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Harrierfalcon
The Raptor of Calcs


Super Elite (Last Title)


Joined: 25 Oct 2006
Posts: 2535

Posted: 10 Nov 2008 06:44:47 am    Post subject:

Sweet!

Oh, and IIRC, there's a scaled sprite routine on ticalc.org...here.

Dunno if it's fast enough, but maybe it'll help.
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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 22 Nov 2008 01:23:09 pm    Post subject:

After an intense spriting session, I now have object rotations! I set up an object which moves and rotates, as shown:

I also added the ability to go backwards and "strafe" left and right, as you might have noticed in the screenshot.
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 Nov 2008 01:33:32 pm    Post subject:

That's some hardcore spriting right there, man! Very comparable to the original!
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calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 22 Nov 2008 01:35:33 pm    Post subject:

DigiTan wrote:
That's some hardcore spriting right there, man!  Very comparable to the original!
[post="129278"]<{POST_SNAPBACK}>[/post]

Thanks! :biggrin: I actually had the spritesheet from the original open while I was spriting, though... which kind of explains the resemblance. Razz
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cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 22 Nov 2008 06:53:57 pm    Post subject:

Nice man, you're game looks really beasty.
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Harrierfalcon
The Raptor of Calcs


Super Elite (Last Title)


Joined: 25 Oct 2006
Posts: 2535

Posted: 22 Nov 2008 08:26:02 pm    Post subject:

-brains blow up-

Wow...I can't even start to understand how you did that...nice job!
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TheStorm


Calc Guru


Joined: 17 Apr 2007
Posts: 1233

Posted: 22 Nov 2008 10:09:06 pm    Post subject:

a..... Nice work man, I can't wait till you have a playable game this is looking awesome.
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