Author Topic: F-Zero Progress Thread  (Read 141032 times)

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Offline noahbaby94

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Re: F-Zero Progress Thread
« Reply #45 on: January 20, 2009, 01:51:55 pm »
Glad to see your still working on it I'm pumped to see new screenies.
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Re: F-Zero Progress Thread
« Reply #46 on: January 20, 2009, 02:59:25 pm »
true commenting is the best thing to do with asm code especially because it gets very huge and when you leave for a while you doN't understand what everything did afterward x.x. I hope progress resume on a regular basis :D
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Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #47 on: January 20, 2009, 05:26:06 pm »
The new engine method requires a slightly different scheme for storing distances, where all values are one-fourth of their previous values. I just changed the current engine to use these values and I was surprised to find that there wasn't much noticeable loss of quality! In addition, these values required a different way of finding tiles in the map, and this new way in itself adds over a frame per second!

Also, since the values are smaller, there is a greater possibility now for larger maps.

Edit:
I just realized... the new method I'm about to code involves raycasting in its purest form. :P Though it's quite a simplified case-specific version.
« Last Edit: January 20, 2009, 06:10:46 pm by calc84maniac »
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Re: F-Zero Progress Thread
« Reply #48 on: January 20, 2009, 11:24:25 pm »
Nice, really excited how this 3d crazy stuff will turn out. ;D

Offline DJ Omnimaga

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Re: F-Zero Progress Thread
« Reply #49 on: January 21, 2009, 12:35:16 am »
I hope not much speed is lost after coding the 3 opponent AI but I doubt a lot will be lost, seeing what some ASM games can do, like Iambian's shoot-em-up
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Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #50 on: January 21, 2009, 08:46:38 am »
I've actually given up on the new engine since it was getting way too complicated... :\

But, I was able to make some sweet optimizations with the new scheme, saving close to 40,000 clock cycles per frame! Now it runs over 10FPS in 6MHz and 25.5 in 15MHz! :D
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Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #51 on: January 21, 2009, 02:30:32 pm »
Grayscale, anyone? ;D



Note that it looks much better oncalc. ;)
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Re: F-Zero Progress Thread
« Reply #52 on: January 21, 2009, 02:30:44 pm »
wow nice speed, I think this is faster than F-Zero 68k but I'm unsure. It seemed to run at about 6-8 fps
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Offline Silver Shadow

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Re: F-Zero Progress Thread
« Reply #53 on: January 21, 2009, 02:43:33 pm »
WOW!
But I think that you should make the "camera" a bit higher as it is hard to see the track, it's too small...
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Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #54 on: January 21, 2009, 02:47:36 pm »
Yeah, I haven't completely finalized the actual size of the ship yet. But different camera views are in the plans! :D Like a first-person view, a view higher and from behind, and a view even higher and farther behind.
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Re: F-Zero Progress Thread
« Reply #55 on: January 21, 2009, 02:52:44 pm »
wow I cross-posted with Calc84, this is fucking awesome. Seeing it's Reuben Quest style grayscale it should looks quite good enough on a SE model. Your project just keeps getting better and better. My only suggestion would be to make sure the ships aren't like half as wide as the road width, because then it will be too hard to go past the opponent, as you will have very little room to go through
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Offline Silver Shadow

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Re: F-Zero Progress Thread
« Reply #56 on: January 21, 2009, 02:59:29 pm »
I wish that I knew asm... *sigh*   *Looks at the z80 asm guide on the table that tried to decrypt during about 6 months*   *Thinks that asm is really hard if the only programming language you know is Basic...*
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Offline Galandros

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Re: F-Zero Progress Thread
« Reply #57 on: January 21, 2009, 04:37:44 pm »
Very nice!

I would prefer a smaller car and/or better sprites.
And the ability to choose at least 3 different cars. Each one with different level of capability to turn, top speed and acceleration.

This if,of course, is possible. Sounds like I played GBA version, doesn't it?

I wish that I knew asm... *sigh*   *Looks at the z80 asm guide on the table that tried to decrypt during about 6 months*   *Thinks that asm is really hard if the only programming language you know is Basic...*
I only knew BASIC and I managed. But you have to forget BASIC when you are learning ASM and start to know how the things work in that low level.
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Offline calc84maniac

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Re: F-Zero Progress Thread
« Reply #58 on: January 21, 2009, 04:42:36 pm »
Yeah, I haven't completely finalized the actual size of the ship yet.
Hehe.
And for the sprites, watch this screenshot. :P


Edit:
I just thought of something... it would be awesome if I had the ships move ever so slightly up and down, like they're hovering... :D Of course, I'll have to add a Z coordinate to the objects. That doesn't seem all that hard anyway...
« Last Edit: January 21, 2009, 04:48:12 pm by calc84maniac »
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Re: F-Zero Progress Thread
« Reply #59 on: January 21, 2009, 04:49:54 pm »
I wish that I knew asm... *sigh*   *Looks at the z80 asm guide on the table that tried to decrypt during about 6 months*   *Thinks that asm is really hard if the only programming language you know is Basic...*
I only knew BASIC and I managed. But you have to forget BASIC when you are learning ASM and start to know how the things work in that low level.
yeah but your asm fanboys needs to quit with the mentality that "because I can do it you can do it as easily". Not everyone has the brain to do it and are more experienced about other stuff. We're sick to death of being oppressed and harrassed by you narrow-minded ASM fanboys. At least tr1p1ea is understanding and Iambian did with the time (hence, they even made libs)

@Calc84maniac, when the game is complete will the main car sprite be at the complete bottom (or almost) of the road as the default camera angle? I think it would be more true to the original F-Zero, altough multiple camera angles would always be cool too
« Last Edit: January 21, 2009, 04:53:18 pm by DJ Omnimaga »
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