Developing my new game for the scene!

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By flyguille

Prophet (3031)

Аватар пользователя flyguille

05-03-2016, 17:02

hit9918 wrote:

the histogramm seems to say the whole thing goes at 25fps. arcade aside, 25fps means perfect.

the best example is at 3:50 of the video.
it is extreme. no scroll, no enemies, but there is the wobble. that isn't 25fps.
there is something notorious!

I'd love to see a test cloud that just permanently moves with speed 1 over the screen.
or even better, change the scroll pushing.
if the man hits an outside bounding box, then the scroll mode is activated till the man is in the inside box.
it shall go in speeds like 1,0 or -1,-1 .
if it really goes 25fps, the scroller will turn to super cool.
if not, then you got a massive hint.

Really I don't know if the msx is in 50 or 60hz.

The histogram is saying 20fps most of the time, but with like 10 characters in screen it will be down to 12 or 10fps.
in the 3:50 of the video, that screen has a bug, there is a black square in the background that is taken as a solid floor tile (just a bad tilenumber in the map), and that is why the player don't fall and seens like to be frozen in the air.

Also, there is a feature from WonderBoy in monster land, each time the player attack, it gets a little period floating in the air, it depends on the weapon level, and that is what you see in that scene. BTW, that scene is the first monster room, but without the monster character as hasn't it yet, but is already tested the monster room gameplay that is a different routine without scrolling, which will allow more and smoother action.

By Grauw

Ascended (10699)

Аватар пользователя Grauw

05-03-2016, 20:22

AxelStone wrote:

@Grauw Sorry if questios seems basic but, what do you mean when talking of command engine? You are talking about VDP executing commands, right? (COPYs, etc). You are saying that the only way to get parallel work between CPU - VDP is to use command engine? So when you use Screen4 you are really not getting parallelism since all operations are inmediate (update register, draw sprites) and VDP is waiting for CPU updates like sprites position.

Is correct?

Indeed.

By flyguille

Prophet (3031)

Аватар пользователя flyguille

06-03-2016, 02:37

WIP report.

Well, I developed all the day, fixed some bugs, and removed all the stress test thing, and started to mapping.

The situation right now, is 95% code done, the map is 5% done, sprite characters are 40% done, tile graphics are maybe 65% done, SFX are 0% done (there is some noises but are shit, I am in trouble about that because the external AyFX editor app don't sound the same as openmsx at all, so, I can't use that, I though do a little app in basic, But I ended planning to incorporating it to the GFX editor APP, but that app was in intense teraphy already because I was developing a different objects model for the GUI on it, it all started because I want the capabilities of the BMP editor in the TILE editor, for appying shades coloring, and others things directly in the tile editor box (screen 8 ofcourse, and coded the object model, and get stuck in the question, Keyboard & mouse events are running in ISR, will be ISR code be able to run object methods or not?, ofcourse it is not!, but that forces me to create a message stack for each object instance., and there is any possible shortcut to it? hmmmmm )!).

By hit9918

Prophet (2927)

Аватар пользователя hit9918

06-03-2016, 11:28

the best thing is when one walks into the town and then the houses have their own colors which a 16 color game could never afford.

By spacemoai1973

Ambassador (0)

Аватар пользователя spacemoai1973

11-03-2016, 14:13

The launching trutles can be attack! thats fun
What is goal?

By flyguille

Prophet (3031)

Аватар пользователя flyguille

11-03-2016, 23:17

to rescue the princess, when not?

By flyguille

Prophet (3031)

Аватар пользователя flyguille

16-03-2016, 18:21

WIP:

Changed:

flying characters code, now it is normalized in the CommonClass so we can create others flying characters just with some calls. The routines are now based on angles with 22.5º resolution, so now the bees fly smooth and not just in diagonals.

Now, the floor detection don't stop the fall of characters by example with his foot in the middle of the cloud, now the character must land on top of the cloud or it will fall (tile alignment or nothing).

The speed up function was added (like The Castle game CTRL / CTRL+GRAPH), well, it is just the SHIFT key, and will disable two things, ONE: the elevators don't stop in each quarter tile alignament (each 8 pixels) (the simulation of The Castle blocky behaviour feature), and the frame-rate control will be skipped, wich in single player mode + 3.57mhz, it speed up from 20 to 25fps, if one or two enemies are present. So, you can do faster some parts of the map with no too much action.

What it is in the to-do list?.

Reuse and normalize the ElevatorClass code with several sprite patterns, so them won't look the same in all the fucking map.
Added 3 to 5 more characters.
More Mapping, new gfx tiles. Give it a good wash.

By Grauw

Ascended (10699)

Аватар пользователя Grauw

16-03-2016, 19:06

Can't the princess rescue the prince? Smile

By flyguille

Prophet (3031)

Аватар пользователя flyguille

17-03-2016, 02:45

WIP: DONE: Reuse and normalize the ElevatorClass code with several sprite patterns, so them won't look the same in all the fucking map.

TODO:

Added 3 to 5 more characters.
More Mapping, new gfx tiles. Give it a good gfx wash.
patiently redo all SFX streams and create new ones.

And I already found that 256 sprite patterns is not enough for everything planned, because big bosses will require a lot of them.

Another thing, after the game over, the game reload the map from disk, to undo all changes on the map done in the previous play, like uncover items, blocks destroyed, collected items. So, hardly any variation of the game can be in ROM. The map is huge, no way to store a list for "undo changes" for restoring the map.

By MOA

Champion (293)

Аватар пользователя MOA

17-03-2016, 23:28

Was looking at your assembly code, and have some minor (potential) peephole optimizations:

ld h, a					; +24 pixels.
bit 7, h
jr nz, .Escape				; Escape with ZF = 0 if map overflow.
; af discarded (not sure if ZF=0 is used by callee)

--> slightly faster (and 1 byte shorter) version
ld h, a
rla
jr c, .Escape

and:

ld a, c
add a, $80
ld c, a
ld a, b
adc a, 0
ld b, a
; hl not used

--> faster to do this?
ld hl,$80
add hl,bc
ld b,h
ld c,l
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