sometimes99er Posted September 8, 2017 Share Posted September 8, 2017 Awesome. Quote Link to comment Share on other sites More sharing options...
+arcadeshopper Posted September 8, 2017 Share Posted September 8, 2017 this is awesome! Quote Link to comment Share on other sites More sharing options...
artrag Posted September 9, 2017 Share Posted September 9, 2017 It looks awesome ! Greetings! Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 15, 2017 Author Share Posted September 15, 2017 Latest update: you can shoot a few things. flying-shark-8.bin 7 Quote Link to comment Share on other sites More sharing options...
LASooner Posted September 15, 2017 Share Posted September 15, 2017 Looking really good. Only played it on JS99.net but it's moving really fast and smooth. Well done. Quote Link to comment Share on other sites More sharing options...
artrag Posted September 16, 2017 Share Posted September 16, 2017 (edited) Awesome! A question : - How do I shoot in JS99 ? I cannot find the key A suggestion: - Why not adding a smple animation of the tile for sea? All you need to do is to chanage the tile definition while scrolling. There is no computational overhead nor extra VRAM usage if you take the 8 scrolling steps from 8 animated frames of the waves Edited September 16, 2017 by artrag 3 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 16, 2017 Author Share Posted September 16, 2017 A question : - How do I shoot in JS99 ? I cannot find the key Use the Tab key. Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted September 16, 2017 Share Posted September 16, 2017 Latest update: you can shoot a few things. It is so niiice ! I played it until the 2° level with ships... it is higly playable and great already. Thanks Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 16, 2017 Author Share Posted September 16, 2017 A suggestion: - Why not adding a smple animation of the tile for sea? All you need to do is to chanage the tile definition while scrolling. There is no computational overhead nor extra VRAM usage if you take the 8 scrolling steps from 8 animated frames of the waves Yes I will probably do that later, but it requires some changes because I'm currently storing one 8x16 tile for 8 frames instead of 8 8x8 tiles for 8 frames. My current approach only takes 1/4 of the space, but I guess I have enough room on the cartridge. Quote Link to comment Share on other sites More sharing options...
artrag Posted September 16, 2017 Share Posted September 16, 2017 Maybe you could deal with animated tiles as axceptions instead of explanding all tiles by 8 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 16, 2017 Author Share Posted September 16, 2017 Maybe you could deal with animated tiles as axceptions instead of explanding all tiles by 8 Maybe, but there are quite a lot of tiles that involve water, e.g. 28 on level 2. Quote Link to comment Share on other sites More sharing options...
artrag Posted September 16, 2017 Share Posted September 16, 2017 (edited) By "tile" you mean a couple of adjacent characters, do you? I expect a lot of "tiles" when you have transitions with ground, ships, shadows etc. Using pointers, you can use the same code for accessing to independent frames and to data within a 16 byte frame Edited September 17, 2017 by artrag Quote Link to comment Share on other sites More sharing options...
Sinphaltimus Posted September 17, 2017 Share Posted September 17, 2017 I smashed in to the edge of the world. 1 Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 17, 2017 Author Share Posted September 17, 2017 By "tile" you mean a couple of adjacent characters, do you? I expect a lot of "tiles" when you have transitions with ground, ships, shadows etc. Using pointers, you can use the same code for accessing to independent frames and to data within a 16 byte frame Yes. I do maintain a list of addresses (pointing into the ROM bank) of the characters to upload, but I only update the list every 8th frame. In other frames I just add an offset (1-7) to the addresses. It's much more efficient simply to switch to a new ROM bank every frame rather than trying to figure out which characters to treat specially. This means I would have to use a 512K ROM instead of a 256K ROM, but the cost difference of producing a physical cartridge is minimal (if any), and for the FinalGROM it doesn't matter at all. 1 Quote Link to comment Share on other sites More sharing options...
+Ksarul Posted September 18, 2017 Share Posted September 18, 2017 You are right that there is minimal to no cost difference between the 256K and the 512K chips, @Rasmus (a few cents per chip at most). Sometimes the larger chips actually come out cheaper. . .it all depends on quantity and source availability at the time I need the chips. All other costs would be the same, as they both use identical cartridge parts for everything else. Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted September 19, 2017 Share Posted September 19, 2017 Great! Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 22, 2017 Author Share Posted September 22, 2017 I have now refactored the whole thing so it's possible to animate each character/pattern/tile in 8 frames as the screen scrolls. Problem is that the scrolling speed is a bit faster than what's desirable for an animation so it's difficult to make it look good. In order to make more use of animation than just for the water, I have made a wind animation for the palm trees. Again it's a bit fast, but it does make the background more dynamic. Let me know what you think. For the water I have struggled to come up with a reasonable animation. I have ended up just scrolling it sideways and changing the colors a bit. Let me know if you have any ideas. The water is currently only one 8x8 tile, but it could possibly be expanded to 4 tile (or 16x16). I don't think there's more in the current graphics set that it makes sense to animate, but let me know if you have any ideas. Animation is completely free in terms of performance, unless you add new tiles. The ROM is now 512K with a lot of redundancy and about 160K free. flying-shark-8.bin 8 Quote Link to comment Share on other sites More sharing options...
fabrice montupet Posted September 22, 2017 Share Posted September 22, 2017 Rasmus, you keep pushing the limits of the 99/4A computer! Congratulations! Quote Link to comment Share on other sites More sharing options...
artrag Posted September 23, 2017 Share Posted September 23, 2017 Awesome! Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted September 23, 2017 Share Posted September 23, 2017 Wow it is really fantastic... i just had a bit of seasickness in the second level 2 Quote Link to comment Share on other sites More sharing options...
artrag Posted September 25, 2017 Share Posted September 25, 2017 What about scrolling back and forth the 3 waves within the sea tile? Quote Link to comment Share on other sites More sharing options...
Asmusr Posted September 29, 2017 Author Share Posted September 29, 2017 What about scrolling back and forth the 3 waves within the sea tile? Yes that's a good idea. I have tried something like that in this version. flying-shark-8.bin 2 Quote Link to comment Share on other sites More sharing options...
artrag Posted September 29, 2017 Share Posted September 29, 2017 Much better! I see that the 3rd wave is cycling, this makes the sea look moving to the left. If you want avoid the effect, you could use just two waves 4 pixels tall, going back and forth. Probably the best would be add a black line under the 3 lines now used for the first two waves. If you can spend more time and tiles on the issue, the rule more or less would be that the crests of the waves plot a sine wave animated across the sea tiles. 1 Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted September 29, 2017 Share Posted September 29, 2017 Very impressive! Well done! Quote Link to comment Share on other sites More sharing options...
Imperious Posted September 29, 2017 Share Posted September 29, 2017 (edited) the effect on the c64 version looks pretty good, also the speccy except the water's yellow of course. I think the wind effect on the trees is a bit too fast though. This is going to be a TI favourite when finished. Edited September 29, 2017 by Imperious 2 Quote Link to comment Share on other sites More sharing options...
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