Omnimaga

Omnimaga => Our Projects => F-Zero 83+ => Topic started by: calc84maniac on November 11, 2008, 09:02:35 am

Title: F-Zero Progress Thread
Post by: calc84maniac on November 11, 2008, 09:02:35 am
I am making an F-Zero game (which happens to be, unless I am misinformed, the first "real" 3D racing game for the 83+).

The engine basically just takes a 32x32 tilemap and draws it in a "3D view". More recently, I added a sprite routine and a routine to find where an object should be drawn in this 3D world. It draws one of 3 sprites depending on how far away it is. Right now, I have only drawn a sprite from the back of the ship, so it looks a bit strange without rotation.

Anyway, the latest screenshot shows all of this:
(http://img99.imageshack.us/img99/5240/rendergd9.gif)

I am planning to implement a scaled sprite routine instead of the normal one so the ship can be drawn at any size, if there's enough speed left over.

Also, I think this will be a 2-page app, because the levels take up so much space (1KB each) and it's much more convenient for the user: I doubt you'll need any RAM free to play this game unless it's to use a high score Appvar.

I'm also planning link play. ;)
Title: Re: F-Zero Progress Thread
Post by: Speler on November 11, 2008, 12:20:48 pm
Awesome :D.  That looks soooo cool.
Title: Re: F-Zero Progress Thread
Post by: necro on November 11, 2008, 12:38:45 pm
looks nice, hope you have enough speed to manage the scaling
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 11, 2008, 12:42:47 pm
wow this is awesome, does it slows down a lot with lot of sprites on the screen so far? This could be the first finished Mode 7 game for the TI-83+ series. Since levels seems quite small (32x32) do you think a level editor (with the levels stored into appvars) could be possible if there is enough space left when the entire game is finished?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 11, 2008, 05:28:31 pm
wow this is awesome, does it slows down a lot with lot of sprites on the screen so far? This could be the first finished Mode 7 game for the TI-83+ series. Since levels seems quite small (32x32) do you think a level editor (with the levels stored into appvars) could be possible if there is enough space left when the entire game is finished?
Well, I actually haven't tried it with more than one sprite, nor have I set up an object system yet. A level editor might be possible, but we'll have to see. :P
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 11, 2008, 11:02:06 pm
Do you think bigger levels could be possible too? (like 256x256, 128x128 or even just 64x64? So it won't take like 5 seconds per lap like in F-Zero 68k)
Title: Re: F-Zero Progress Thread
Post by: dinhotheone on November 12, 2008, 12:13:04 am
this is really cool, i look foward to more screen shots.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 12, 2008, 12:27:37 am
hey dinho, long time no see here. Glad you still visit from time to time
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 12, 2008, 07:35:34 am
Well... the engine is currently designed for 32x32 maps. For another thing, 64x64 maps would take up 4KB, which is a bit much.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 12, 2008, 04:37:22 pm
yeah true, it would be hard to fit on calc for people with lot of files or reg 83+. I just hope it doesn,t do like F-Zero 68k where I could finish  track 2 in 8 seconds once x.x. On the SNES it takes at least 30 seconds per lap
Title: Re: F-Zero Progress Thread
Post by: necro on November 12, 2008, 06:32:40 pm
will is be possible to have any sort of pseudo 3d walls?
Title: Re: F-Zero Progress Thread
Post by: Speler on November 12, 2008, 06:33:58 pm
Lol, I think remember clearing a map in Star Wars Pod Racer in something like twelve seconds.

That game was awesome though.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 12, 2008, 07:06:09 pm
will is be possible to have any sort of pseudo 3d walls?
Well... that's a bit more in raycaster territory. I wouldn't say it's impossible, though...
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 12, 2008, 11:52:07 pm
yeah you would need to make sure the walls are really straight, unlike in Gemini where they seems to be a bit distorted. Wouldn't it be too slow though?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 15, 2008, 06:17:05 am
Actually, last night I came up with an idea that could possibly utilize the raycaster routine to find walls too... I'll make some pseudocode in Basic while I'm gone today and see how it does.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 15, 2008, 09:47:49 am
(>^.^)>
Title: Re: F-Zero Progress Thread
Post by: necro on November 17, 2008, 01:24:49 am
hope it works
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 17, 2008, 12:37:37 pm
Seriously, if this works the way I think it should, the engine could turn into the equivalent of a variable-height raycaster with floor textures, with even more flexibility.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 17, 2008, 02:36:42 pm
for a racing game I think constant height would do fine, but it would be cool if there was a variable wall height fps or something. Mode 7 + raycasting would be cool though since the mode 7 would do the floor textures and raycasting wall textures
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 17, 2008, 06:26:43 pm
give at least a little bit of height instead of a tile though. in the first mariokart, i could never see those in the distance... X[

it'll be harder to see on a ti, thats for sure.
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on November 18, 2008, 10:07:04 pm
More options would be nice, but for something like this i think speed should be a priority above all else.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 18, 2008, 10:10:17 pm
well, duh >_>

its F-Zero
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 18, 2008, 11:03:30 pm
Eh, I wasn't really planning on using the walls in F-Zero, I just wanted to do it 'cause it'd be cool...

Oh, by the way, I've been thinking about a faster way to do the Mode 7 rendering, and I think I'll be able to shave off about 100 clock cycles per pair of pixels... that's about 150,000 clock cycles per frame! Though, I'll have to add a bit of overhead onto that to do some extra calculation outside of the pixel loop... but I think it'll be worth it.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 18, 2008, 11:55:15 pm
that is a handful of clock cycles 0_o
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 19, 2008, 12:04:51 am
Eh, I wasn't really planning on using the walls in F-Zero, I just wanted to do it 'cause it'd be cool...
Mario Kart 64 83+ ^.^

j/k I'M asking a bit too much now :P
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 19, 2008, 12:16:40 am
maybe just regular Mario Kart 83+ >_>
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 22, 2008, 01:14:32 pm
After an intense spriting session, I now have object rotations! I set up an object which moves and rotates, as shown:
(http://img227.imageshack.us/img227/278/fzeroux2.gif)
I also added the ability to go backwards and "strafe" left and right, as you might have noticed in the screenshot.
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on November 22, 2008, 03:34:09 pm
Oh wow, that looks really nice! This is developing quite nicley.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 22, 2008, 06:19:03 pm
fucking awesome. Really reminds me F-Zero 68k, just without the grayscale. I like the cars especially.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 22, 2008, 06:54:43 pm
awesome, calc84maniac! any thoughts of a demo in the future?
Title: Re: F-Zero Progress Thread
Post by: necro on November 22, 2008, 11:08:16 pm
very nice, any chance of backdrop like in kevin's engine?
Title: Re: F-Zero Progress Thread
Post by: JonimusPrime on November 23, 2008, 06:11:17 pm
Nice, you know when you get this done, if the engine is fast enough you'll have to make a Super Mario Kart port also. :P
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 23, 2008, 08:32:13 pm
:D
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 23, 2008, 08:39:40 pm
very nice, any chance of backdrop like in kevin's engine?
That was in the original plan, yes. Though, I could probably add it in anytime I want to in the development process, even at the end if I need to.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 23, 2008, 10:08:29 pm
just make sure that unlike in Lotus Turbo challenge, it scrolls when turning though.
Title: Re: F-Zero Progress Thread
Post by: AaroneusTheGreat on November 23, 2008, 10:47:41 pm
That was one of my favorite things about the 68k FZero, it made it feel like you were going faster because when you turned, your eyes had something to judge the speed of the turn against.

This looks like the best mode7 game out there for the Z80 series, keep up the good work calc84maniac!
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 23, 2008, 11:00:39 pm
yeah true, it made the maps look smaller tho to be honest. I would prefer about half the 68k f-zero speed, so tracks takes a bit longer to finish

actually in F-zero 68k the first cup is not that short, but the two others was much shorter. I prefered playing the first one mostly due to the track quality

&fmt=18
Title: Re: F-Zero Progress Thread
Post by: JonimusPrime on November 24, 2008, 05:45:03 pm
That was one of my favorite things about the 68k FZero, it made it feel like you were going faster because when you turned, your eyes had something to judge the speed of the turn against.

This looks like the best mode7 game out there for the Z80 series, keep up the good work calc84maniac!
I may be teh best mode 7 game for the z80 calcs but are there really many others out there?
If if there are where can I find them. :P
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 24, 2008, 05:51:48 pm
exactly, same here :/
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 24, 2008, 11:06:17 pm
this is the only mode 7 game still in the works right now for z80. If it comes out it will be the first to be ever released on the z80 line of calcs. F-Zero 68k was the first 68k mode 7 game ever finished completly
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 24, 2008, 11:40:43 pm
kewl
Title: Re: F-Zero Progress Thread
Post by: AaroneusTheGreat on November 27, 2008, 02:55:24 pm
Hmm well I remember there was a mario kart in the works at some point but I guess you're right there aren't many out there for sure. Either way with any luck there will be more in the future, and when there are I foresee this one still standing out.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 27, 2008, 07:33:59 pm
yeah the mario Kart game, but it was never finished
Title: Re: F-Zero Progress Thread
Post by: metagross111 on November 28, 2008, 04:50:22 pm
which was too bad. it was a quite far into the project.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 20, 2009, 01:15:54 pm
Well, I've been trying to work on this a bit more. For starters, I've been commenting and documenting my code, which is a very important thing I have neglected. I've also been reorganizing my sprites.

The next thing on the agenda is upgrading the 3D engine to a significantly faster method. I just hope I'll get around to it. :P
Title: Re: F-Zero Progress Thread
Post by: noahbaby94 on January 20, 2009, 01:51:55 pm
Glad to see your still working on it I'm pumped to see new screenies.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga 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
Title: Re: F-Zero Progress Thread
Post by: calc84maniac 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.
Title: Re: F-Zero Progress Thread
Post by: cjgone on January 20, 2009, 11:24:25 pm
Nice, really excited how this 3d crazy stuff will turn out. ;D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga 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
Title: Re: F-Zero Progress Thread
Post by: calc84maniac 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
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 21, 2009, 02:30:32 pm
Grayscale, anyone? ;D

(http://img136.imageshack.us/img136/2972/fzerograyij4.gif)

Note that it looks much better oncalc. ;)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga 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
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow 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...
Title: Re: F-Zero Progress Thread
Post by: calc84maniac 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.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga 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
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow 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...*
Title: Re: F-Zero Progress Thread
Post by: Galandros 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.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac 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
(http://img227.imageshack.us/img227/278/fzeroux2.gif)

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...
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga 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
Title: Re: F-Zero Progress Thread
Post by: noahbaby94 on January 21, 2009, 06:05:03 pm
Dang do you think you'll add some stuff in the background like trees and such.
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on January 21, 2009, 08:12:41 pm
I only hope to see this finished, even if you go back to B/W. I love the updated GS though!
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 21, 2009, 09:08:28 pm
very nice, any chance of backdrop like in kevin's engine?
That was in the original plan, yes. Though, I could probably add it in anytime I want to in the development process, even at the end if I need to.
I'm thinking it's quite possible I can make the grayscale and the backdrop an on/off option (I'm guessing the TI-83+ users might like it off to squeeze as much speed as they can out of it).
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on January 21, 2009, 09:09:11 pm
As always, looks great! Can't wait to see this completed!
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 21, 2009, 10:42:41 pm
Demo link. (http://otbp.tifreakware.net/phpBB2/viewtopic.php?p=2196)
Title: Re: F-Zero Progress Thread
Post by: noahbaby94 on January 21, 2009, 10:44:52 pm
Wow all I can say is wow.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 21, 2009, 10:51:43 pm
OMG DEMO! Downloading now!

Wow tthis is awesome. I'm trying on 83+ so gs is a bit slow but I think without it (or just checkered pattern that doesnt move) it will be even faster on 6 MHz calcs. It must be great on SE calcs. I especially like how the shadow of the car is darker over gs than on the road
Title: Re: F-Zero Progress Thread
Post by: simplethinker on January 21, 2009, 11:16:57 pm
First reaction:  HOLY HELL!!!
Second reaction: checks to make sure I'm looking at a calculator screen

This is really incredible.

@DJ Ominaga:  It's awesome on an 84+SE!

Title: Re: F-Zero Progress Thread
Post by: kalan_vod on January 21, 2009, 11:48:46 pm
I really like it, but the suggestions do still stand ;). If you would just raise the "camera" up a little it would be great, thanks!
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 22, 2009, 12:34:21 am
I was afraid my calc would overheat and that the LCD would explode
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 22, 2009, 08:50:44 am
Yeah, all the problems with the ship size and camera height are pretty much because I slapped this together. XD

And I'm sure there's plenty of room for optimization in the grayscale code.

In other news, I believe I found an optimization which will gain me 45,000 clock cycles in the monochrome version... haven't tried it yet, though.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 22, 2009, 08:55:53 am
ooh nice, I am curious how much FPS this means
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 22, 2009, 08:59:11 am
From my calculations (using my calculator, of course ;D), I'm thinking this will allow 11 FPS on the TI-83+ when using monochrome. :D

Edit: Huzzah! It works!
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow on January 22, 2009, 12:02:14 pm
Yay! Any demos of the monochrome version?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 22, 2009, 12:19:11 pm
I'm planning to combine the monochrome and grayscale into the same program at some point (hopefully soon).
Title: Re: F-Zero Progress Thread
Post by: metagross111 on January 22, 2009, 03:27:59 pm
its great, dude!!!!!!!!!!!!!!!!!!!!!
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on January 22, 2009, 03:40:18 pm
Sweet, this will be great! I am happy you can use the calculator for something else than games/programming XD!
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 22, 2009, 06:08:37 pm
lol true, sometimes I even forgot it was even a calculator at all XD
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on January 24, 2009, 12:00:06 am
Wow, is this demo week or something? The screen height looks absolutley fine to me. On my 83+ SE the grayscale looks good. On my regular TI-83+ though, it doesnt swap fast enough to look grey, it just looks like a checker board. Also, speed looks good on both versions (moving around the track). Looks very promising. =)
Title: Re: F-Zero Progress Thread
Post by: necro on February 07, 2009, 03:11:38 am
quite awesome
Title: Re: F-Zero Progress Thread
Post by: noahbaby94 on February 12, 2009, 09:40:58 am
*Pokes asking for progress.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 12, 2009, 10:06:07 am
I'll just rip my post from revsoft because I am lazy right now. :P
Quote
If I remember correctly (this was a while ago), I added the ability to change the camera height by just modifying a variable (and linked this to the keys). I also moved the camera farther back from and/or changed the size of the ship so it appears smaller now. Unfortunately, I haven't drawn the smaller shadow yet, so the tiny ship has a huge shadow under it. :P I also changed the tile textures to be more interesting. I believe I am in the middle of progressing towards APP format... or something.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 12, 2009, 01:04:23 pm
APP format would be good, since it would free up our RAM and in case of reset we don't need to reinstall the game over and over like with most other games (since having writeback off in MirageOs can screw up the archive badly *cough*Illusiat 2002*cough* so it's best to have it disabled, which means if your RAM resets you lose the game you were playing). I do hope you won't give up on your calc projects though, it would suck if you vanished for a month then one day you came back and announced "well I kinda lost interest for calcs and I decided to ditch F-Zero/Project M to move on on better things, life or PC stuff" O.O
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 13, 2009, 08:41:31 pm
Hooray, I have successfully (I think) added a z-coordinate to the ship. I also drew the medium-sized shadow sprites, but I haven't implemented them yet. I still need to add real support for multiple objects with depth sorting.

Edit: Oh, and since the objects have z-coordinates now, I may have to implement sprite clipping if it goes above the screen. Currently I only clip at the bottom (because before now the sprites had no way of going that high).
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 13, 2009, 08:46:30 pm
is z-coordinate what makes the ships rotate?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 13, 2009, 08:49:14 pm
Nope, it's the up/down dimension. So, basically, ships can float now.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 13, 2009, 10:09:54 pm
right. rotation would be a positioning thing for x- and y-coordinates anyway. nice job, but how about progress for mario?
Title: Re: F-Zero Progress Thread
Post by: Madskillz on February 13, 2009, 10:10:12 pm
nice cant wait to see it in action maniac
Title: Re: F-Zero Progress Thread
Post by: Speler on February 13, 2009, 10:11:54 pm
Hmm... I wonder if you could make a racing game where the ships fly through tubes (i.e. three dimensional maps).

Not for this game of course, just in the future.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 14, 2009, 12:25:42 am
i doubt it. they never even had that for the GBA or SNES games. 3d modeling might slow it down.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 14, 2009, 09:51:01 am
Nah I think he just meant fake 3D, like having 2D tube sprites on the screen and the car passes through them by passing on jumps and the like
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on February 14, 2009, 04:52:50 pm
What kevin said would be possible, but I think we should see F-Zero come out first ;)
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on February 14, 2009, 10:47:31 pm
Yea, not real 3d, but something like that should be doable.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 15, 2009, 07:14:00 am
More progress... yay. I've updated the object sprite drawer so it can handle multiple objects, even of different types (but I only have sprites drawn for one type). Also, medium-sized shadows are implemented now. Tiny shadows just won't be drawn, since there's really no point in that because the ship is so far away. Now all that's left here is to implement depth sorting so I draw back-to-front. I'll have to think about the best way to do this.
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on February 15, 2009, 10:52:44 am
Nice work calc84maniac!
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on February 15, 2009, 01:55:02 pm
Yays, can not wait to see the updates in game/SS!
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 15, 2009, 02:49:00 pm
New screenshot, with a second ship going around in a circle. Also shows off the camera's ability to move up and down.
(http://img5.imageshack.us/img5/5895/fzerograysu7.gif)
Title: Re: F-Zero Progress Thread
Post by: noahbaby94 on February 15, 2009, 03:07:36 pm
Wow that's pretty amazing can't wait for next demo.
Title: Re: F-Zero Progress Thread
Post by: Galandros on February 15, 2009, 03:18:04 pm
Wow that's pretty amazing can't wait for next demo.
me too. A demo of this would be much more fun than the other. It bored me after 3 minutes.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 15, 2009, 03:26:17 pm
factor in acceleration and i promise i will be impressed :P
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 15, 2009, 04:11:27 pm
wow really great, getting even better and better, I wonder how fast it will run with collision detection and accelerating/decelerating
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on February 15, 2009, 06:31:30 pm
Looks super!
Title: Re: F-Zero Progress Thread
Post by: trevmeister66 on February 15, 2009, 07:45:50 pm
Wow very nice! Definitely can't wait to see more progress.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 15, 2009, 07:47:10 pm
Looks super!


great! fletcher, tell us about teh super mario brothers super game!
Title: Re: F-Zero Progress Thread
Post by: bfr on February 15, 2009, 09:33:06 pm
That looks really awesome, and being able to change the camera's viewing angle is cool.  I also like that the cars have shadows underneath them
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow on February 16, 2009, 06:23:38 am
I wonder how fast the black-and-white version runs...
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 16, 2009, 07:51:08 am
Hmm... I haven't updated that one in a while. Though, I need to combine them into the same program (maybe have them switch with a button press for now :P)
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow on February 16, 2009, 12:54:14 pm
How about using the XTOn button for this?
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 16, 2009, 01:14:21 pm
XTON or mode might be a good idea, altough MODE might be a bit too close from the accelerate key

But I love how the game still runs fast even if it's the same mode 7 quality than F-Zero 68k (for speed reasons, F-Zero 68k mode 7 resolution was halved and scaled 2x so it looks as blocky as on a z80 model, if not more blocky on the TI-89)


Btw, calc84maniac, have you thought about not displaying the cars when they are too far or just display a dot or very tiny line? For some reasons when the cars were far away it looked a bit weird because the sprite size versus the road far away looked like it was either a giant car or that it moved at like 10 Km/h
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on February 16, 2009, 02:34:26 pm
I would like it as kevin put it, but it still looks nice as it is now.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 16, 2009, 03:17:32 pm
actually, i wouldn't concentrate on that problem too much. with several cars going on the track, i think it will look just fine.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 16, 2009, 04:28:55 pm
Though, it would be perfectly simple to implement his idea, since I already have several (read: three) sizes for ship sprites...
Title: Re: F-Zero Progress Thread
Post by: cjgone on February 18, 2009, 07:57:56 pm
Looking real good. Can't wait for the beta.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 18, 2009, 08:55:36 pm
I like your avatar, calc84maniac :D
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 18, 2009, 09:04:16 pm
Thanks! I actually made that a while ago (back when the ship was uber-big :P)...
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 18, 2009, 09:07:27 pm
lol, i can tell.

ALSO, 400TH POST!
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 18, 2009, 11:40:30 pm
yeah new avatar is awesome :)
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 19, 2009, 12:11:13 am
so, acceleration in yet? :D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 19, 2009, 12:40:03 am
By the way when going fast will you slip when turning (if you hold down accelerate button)?
Title: Re: F-Zero Progress Thread
Post by: trevmeister66 on February 19, 2009, 12:40:59 am
By the way when going fast will you slip when turning (if you hold down accelerate button)?
Yeah that seems like it would be a good idea. Make it a little more challenging
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 19, 2009, 12:42:23 am
that's how it worked in all the games, i think.

should be good to leave in.
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on February 19, 2009, 12:59:25 pm
You mean drifting? That would be cool.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 19, 2009, 06:19:39 pm
Yeah all F-zero had this, altough don't make it as extreme as in Forza Motorsport on the Xbox or Mario Kart on the SNES where most of the time you just slightly turned left/right for a second and it felt like you were on ice even if you weren't
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 19, 2009, 10:36:38 pm
drifting is actually more of a bad thing on FZERO if you couldn't control it just right.
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow on February 20, 2009, 11:25:01 am
Lets put that in at the end...
I think that the most important thing for know is making the game work.  ;D
Title: Re: F-Zero Progress Thread
Post by: Galandros on February 20, 2009, 02:25:20 pm
drifting can be risky to implement... Because if made bad, destroys playability. Maybe is better to leave it or beta-test what you get.
The main is to have it released and still fun, drift or not.
Title: Re: F-Zero Progress Thread
Post by: trevmeister66 on February 20, 2009, 02:31:28 pm
drifting can be risky to implement... Because if made bad, destroys playability. Maybe is better to leave it or beta-test what you get.
The main is to have it released and still fun, drift or not.
I agree, but also part of the fun is drifting. If there's no drift, it're really easy to do turns..just stay in the middle.
Title: Re: F-Zero Progress Thread
Post by: Galandros on February 20, 2009, 05:43:13 pm
drifting can be risky to implement... Because if made bad, destroys playability. Maybe is better to leave it or beta-test what you get.
The main is to have it released and still fun, drift or not.
I agree, but also part of the fun is drifting. If there's no drift, it're really easy to do turns..just stay in the middle.
True, and there is few racers in z80 with drifting. But there is few to compare because they are 2D while this has a cool mode7. ^^
Title: Re: F-Zero Progress Thread
Post by: simplethinker on February 21, 2009, 07:02:48 pm
Drifting would be a nice addition, but there's a fine line line between not enough and too much.  Nice job on the camera movement too!
Title: Re: F-Zero Progress Thread
Post by: trevmeister66 on February 21, 2009, 07:19:44 pm
Yeah, as long as there's enough to make it enjoyable and still a little difficult
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 21, 2009, 08:57:58 pm
Also each cars could have slightly different level of drifting/turning speed, to make each cars different. Maybe also a secret Netham45 car that has both slow speed, slip as fuck and turns slowly XD
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 21, 2009, 09:00:16 pm
Also each cars could have slightly different level of drifting/turning speed, to make each cars different. Maybe also a secret Netham45 car that has both slow speed, slip as fuck and turns slowly XD

yeah, but give it some decent power and some super fucked up boost speed
Title: Re: F-Zero Progress Thread
Post by: gibaoran on February 22, 2009, 08:37:31 pm
drifting is good in some games...
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 22, 2009, 09:20:07 pm
Yeah, more realistic IMHO. I wonder how F-Zero is progressing now, tho
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 23, 2009, 12:58:29 am
I just made a small slice of progress, it should theoretically be Nspire-compatible now. Also, the part outside the map is no longer a solid gray, it's actually the "off-track" tile.

I'll send it to my (new!) Nspire when I get the chance.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 23, 2009, 01:15:36 am
Yeah I remember it crashed my Nspire and destroyed it, I WILL KILL YOU!

just kidding :D but it crashed :D I wonder what caused the crash? the Nspire can't handle some undocumented code, right?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 23, 2009, 01:20:55 am
That's correct. I modified my code to no longer use these undocumented commands (but, unfortunately, there's no chance of something similar happening with Mario... it's too far gone.)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 23, 2009, 01:36:17 am
true, for some games it might be a real challenge to get around it. I hope this didn't slowed down F-Zero too much

Btw will you have a low resolution mode for the regular 83+ version like the 68k version did? I wonder if this would speed up rendering for the 6 MHz model?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 23, 2009, 07:34:48 am
The resolution is already fairly low... by the way, it does indeed work on the Nspire... and the grayscale isn't bad at all. :D
Title: Re: F-Zero Progress Thread
Post by: JonimusPrime on February 23, 2009, 09:30:33 am
Great to hear it's Nspire compatible and that it's still coming along quite nicely , I can't wait for more screenies and demos :)
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 23, 2009, 02:25:17 pm
I am finding the slowness of pixel fading on the Nspire very annoying, though.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 23, 2009, 03:59:01 pm
Yeah I noticed that, it reminds me my old TI-82. It's weird when scrolling menus
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on February 24, 2009, 05:07:31 pm
What about changing the LCD delay? Kind of like ALCD fix by Jim?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 24, 2009, 06:09:53 pm
That wouldn't work, since that delay is for the actual code, not how the screen appears.

Meanwhile, I have added some (possibly placeholder) acceleration and collision with walls. Hooray.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 24, 2009, 09:26:09 pm
*ker-bump*

New screenshot and demo (http://otbp.tifreakware.net/phpBB2/viewtopic.php?t=247)!

Added acceleration, collisions with walls, and TI-Nspire compatibility.
The AI is just holding down accelerate and turning left, but I'm hoping to add real AI sometime soon.

(http://img413.imageshack.us/img413/3796/fzero.gif)
Title: Re: F-Zero Progress Thread
Post by: simplethinker on February 24, 2009, 09:35:42 pm
That looks awesome!  Plus, it shouldn't be too hard to win :D
Title: Re: F-Zero Progress Thread
Post by: trevmeister66 on February 24, 2009, 09:55:41 pm
Very nice. Looks great.
Title: Re: F-Zero Progress Thread
Post by: metagross111 on February 24, 2009, 11:24:34 pm
did it slow down a bit, or was that the screenshot?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on February 24, 2009, 11:45:29 pm
It probably did have *some* slowdown, but the major culprit I can think of is if you're not in Firefox.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on February 25, 2009, 10:15:59 am
this is fucking awesome. I would suggest making the collision a bit more inside the road, tho maybe. BUt that sure fukcking rules so far :) Nice job
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on February 25, 2009, 09:34:47 pm
Sweet work, the collision is nice (I can not wait till you add in explosions with the AI or the road :P ).
Title: Re: F-Zero Progress Thread
Post by: necro on February 27, 2009, 02:38:52 pm
very nice project
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on March 15, 2009, 09:04:37 pm
In case you're wondering about progress, I've been really overloaded with schoolwork lately. I have started coding the map scanning routines for the AI, though. ;)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 16, 2009, 01:10:14 am
sorry to hear, glad there's still some minor progress, though. I am curious how the AI will be, especially on tracks with lot of curves and few space between road segments
Title: Re: F-Zero Progress Thread
Post by: skuller972 on March 16, 2009, 07:30:55 pm
yeah sorry too but that screenshot is sexy
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on March 16, 2009, 09:24:11 pm
If you look for other AIs, you could look at Tiny Carz or something..Also, I am on springbreak..When is yours! :P
Title: Re: F-Zero Progress Thread
Post by: cjgone on April 09, 2009, 07:45:20 pm
Any progress? :D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on April 09, 2009, 10:55:03 pm
I'm unsure since he worked more on his variable wall height raycaster and a secret project as well (that only IRC users know)
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on April 12, 2009, 12:05:42 am
Sounds pretty sweet, I hope to hear more about that soon!~
Title: Re: F-Zero Progress Thread
Post by: Builderboy on April 19, 2009, 10:15:27 pm
This looks fantastic!  I have been aching to make a racing game in java, but I couldn't come up with a suitable 3D engine.  But, seeing as it can be done on a Calculator, means that it should be more than doable in java.  I look forward to seeing this project finished!
Title: Re: F-Zero Progress Thread
Post by: kalan_vod on April 21, 2009, 01:54:36 pm
Definitely doable in any language. It is even possible in Alice!

Any updates or is this going on hold for now?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 26, 2009, 05:15:33 pm
IT'S ALIIIIVEEE!

So yeah, I decided to ditch my plan for the Artificial Intelligence, because it was getting way too complicated (and it probably wouldn't work anyway). Instead, I'll use the tried-and-true waypoint method. So, I decided to get the AI to be able to aim itself at a point. The best way to test that, in my opinion, was to have a moving target - that is, the human-controlled car. And it seems to work! The artificial intelligence is using the exact same controls as the human - left, right, and 2nd. :)

(http://otbp.tifreakware.net/images/fzero.gif)
Title: Re: F-Zero Progress Thread
Post by: simplethinker on October 26, 2009, 05:21:42 pm
IT'S ALIIIIVEEE!
w00t ;D

Quote
So yeah, I decided to ditch my plan for the Artificial Intelligence, because it was getting way too complicated (and it probably wouldn't work anyway). Instead, I'll use the tried-and-true waypoint method. So, I decided to get the AI to be able to aim itself at a point. The best way to test that, in my opinion, was to have a moving target - that is, the human-controlled car. And it seems to work! The artificial intelligence is using the exact same controls as the human - left, right, and 2nd. :)
If the AI will be constantly targeting the player, won't the player always be in the lead (or the AI will be backtracking to reach the player)?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 26, 2009, 05:28:32 pm
Quote
So yeah, I decided to ditch my plan for the Artificial Intelligence, because it was getting way too complicated (and it probably wouldn't work anyway). Instead, I'll use the tried-and-true waypoint method. So, I decided to get the AI to be able to aim itself at a point. The best way to test that, in my opinion, was to have a moving target - that is, the human-controlled car. And it seems to work! The artificial intelligence is using the exact same controls as the human - left, right, and 2nd. :)
If the AI will be constantly targeting the player, won't the player always be in the lead (or the AI will be backtracking to reach the player)?
Nah, that was just to make sure it worked. I'm going to use actual waypoints later.
Title: Re: F-Zero Progress Thread
Post by: Builderboy on October 26, 2009, 07:57:13 pm
YesSSssss!!   This is my favorite projects of yours Calc84 ;D

How were you doing the AI?  In my 3D racer (inspired by this!) I was able to make a very effective Ai quite simply.
Title: Re: F-Zero Progress Thread
Post by: Eeems on October 26, 2009, 09:06:54 pm
Hmm, I wonder... How good would it look if you were to have the camera follow a little bit behind the car while it turned to it seems to turn a little bit...
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 26, 2009, 10:26:09 pm
AI racing? Much yes.

(http://otbp.tifreakware.net/images/fzero2.gif)

Also, it's counting the laps for all the cars (nothing shows this though).
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 26, 2009, 11:19:56 pm
Hmm, I wonder... How good would it look if you were to have the camera follow a little bit behind the car while it turned to it seems to turn a little bit...
do you mean have the camera closer to your car? If so, personally I kinda would prefer this too, as you could see more in front of you.  Most racing games have your car completly at bottom of the screen or the view is from inside the car.

Either way, awesome that you,re still working on this calc84 :) nice screenies
Title: Re: F-Zero Progress Thread
Post by: JoeyBelgier on October 27, 2009, 03:11:49 pm
Nice work Calc84 :D
@ Eeems, you mean you'd actually be able to see a bit of the side of the ship?
in other terms, other sprites while turning?
Title: Re: F-Zero Progress Thread
Post by: simplethinker on October 27, 2009, 04:19:39 pm
No pressure, but you only have a month or two to finish this if you want to have two projects up for POTY in the same category ;)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 27, 2009, 04:34:21 pm
Lol true, altough IMHO it would be better if this didn't got featured before December, because he'll have 3 entries, which will cause all votes on his own programs to be dilluted between all 3, removing his chances to win. I remember what happened in 2005 when I had both Reuben RPGs and my XXR game included in the POTY poll.
Title: Re: F-Zero Progress Thread
Post by: simplethinker on October 27, 2009, 04:37:55 pm
I forgot that he will also be competing against TI-Boy :D

[edit] Just for posterity: my first post was talking about Chip's vs. F-Zero (I'm not as clueless as I am I seem :P)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 27, 2009, 04:46:10 pm
And chips :P
Title: Re: F-Zero Progress Thread
Post by: Eeems on October 27, 2009, 04:50:39 pm
Nice work Calc84 :D
@ Eeems, you mean you'd actually be able to see a bit of the side of the ship?
in other terms, other sprites while turning?
Yes that's what I meant
Title: Re: F-Zero Progress Thread
Post by: JoeyBelgier on October 27, 2009, 05:57:22 pm
Nice work Calc84 :D
@ Eeems, you mean you'd actually be able to see a bit of the side of the ship?
in other terms, other sprites while turning?
Yes that's what I meant
it'd be cool :D
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 27, 2009, 06:46:55 pm
Split-screen :)
Car on top is me, car on bottom is AI.

(http://otbp.tifreakware.net/images/fzero3.gif)

And turning cars might be more easily achieved by shifting one side of the sprite so it's higher or lower than the rest, instead of making whole new sprites. Not sure if that would look good though... just a quick idea.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 27, 2009, 07:00:07 pm
I like the shifting idea, you should try it, it might actually look good.  And awesome you got split-screen to work ^^

Do you think linkplay would be possible and fast enough?

Also in single player mode will the car always be at the bottom of screen too? I still think it would be better looking than the car at the center
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 27, 2009, 07:09:31 pm
With link play, I'll probably only have to send less than a byte per frame at the most - I'll just send the keypresses over. :D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 27, 2009, 07:28:28 pm
aaah ok. I always wondered with linkplay if people simply sent the keypresses or the other player variable contents (X,Y,Z positions, lap, etc)
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 27, 2009, 07:43:12 pm
I think it would actually differ from game to game. In this case, however, there aren't any random numbers and such to mess up synchronization - hopefully the same game logic will occur on both calcs.
Title: Re: F-Zero Progress Thread
Post by: Builderboy on October 27, 2009, 07:53:29 pm
I've experimented with Omnicalc's linking functionality to make simple linking games, and sending a single keypress seems to work very well :)

Seed the rand!! :P
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 27, 2009, 08:00:07 pm
YOu got Omnicalc linking functionality to work? I never ever figured out how to use it at all, if it even worked properly at all
Title: Re: F-Zero Progress Thread
Post by: Builderboy on October 27, 2009, 08:13:57 pm
Yep, I had a duel movement engine :)

i talk a bit about it here http://tibasicdev.wikidot.com/forum/t-189902/help-needed-on-a-multiplayer-script
Note that you need the IO cable, not the usb.


Anyway, the split screen would be so you could see your opponent?  It might be a good idea to be able to turn that off if you want to preserve speed (if we even need to worry about that XD)
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 27, 2009, 08:19:25 pm
Speed is actually just about the same. I'm thinking more about using the splitscreen for multiplayer on one calculator though, like in Bomberkids. :D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 27, 2009, 08:32:44 pm
aah ok, would it be hard to control for one of the player tho?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on October 28, 2009, 03:45:30 pm
There's a lot less keys needed than in Bomberkids, so I don't think it's much of an issue.

Also, I moved the car down (or rather, the camera up) like you suggested. It does seem to increase visibility quite a bit! :D
I played around with the positions of the waypoints, too, and now the AI performs even better than before on this track. :)
(http://otbp.tifreakware.net/images/fzero4.gif)

Edit: Posted wrong pic O_o
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 28, 2009, 04:18:59 pm
Yep much better now ^^

As it looks now, I think all it needs is to adjust the car zooming a lil bit. It starts to zoom out slightly too far and zooms in a lil bit too close. I wonder how it would look with the bigger car sprite for your car? It might be too large, considering on F-Zero 68k cars were too big IMHO but it doesn't hurt to try ^^

I am also curious what kind of HUD you will have and if you'll hve background images?

I am also curious how it will be with larger tracks? One major problem in F-Zero 68k was that tracks lasted about 16 seconds sometimes, but tracks looked kinda big enough, so maybe it was just that the game speed was way too fast
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 01, 2009, 12:30:05 pm
Hmm, tifreak8x suggested that I turn this into Mario Kart. I wonder if I should?
Title: Re: F-Zero Progress Thread
Post by: tifreak on November 01, 2009, 01:00:24 pm
not necessarily just mario kart, but maybe just using this engine as such, making two independent games with the engine?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 01, 2009, 01:04:01 pm
Yeah, I guess I should start with F-Zero at least.
Title: Re: F-Zero Progress Thread
Post by: Builderboy on November 01, 2009, 01:47:17 pm
Yes!  Keep going with Fzero! ;D
Title: Re: F-Zero Progress Thread
Post by: JoeyBelgier on November 01, 2009, 02:28:04 pm
not necessarily just mario kart, but maybe just using this engine as such, making two independent games with the engine?
that what I was thinking too, and not only space and 'toony' games, also something like Real racing you know, Colin Mcrae, V-rally style
it'd crush all other 'realistic racing' games
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 01, 2009, 03:01:03 pm
Hmm, tifreak8x suggested that I turn this into Mario Kart. I wonder if I should?
As long as you finish F-Zero first, I am fine with it :P
Title: Re: F-Zero Progress Thread
Post by: Geekboy1011 on November 01, 2009, 08:00:50 pm
f-zero first then all the other woohoo
love how this is coming calc84maniac
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 06, 2009, 10:26:02 pm
Converted to application and added rank detection:
(http://otbp.tifreakware.net/images/fzero5.gif)
Title: Re: F-Zero Progress Thread
Post by: indubitably on November 06, 2009, 11:30:47 pm
Have you confirmed two players on one calc?

btw, looks fawesome.
Title: Re: F-Zero Progress Thread
Post by: Builderboy on November 06, 2009, 11:54:46 pm
Wow, looking good!

Out of curiosity, how are you doing rank detection?  I was only able to do a kind of hacky way in my racer, and it only knew when you crossed the finish line.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 07, 2009, 12:29:18 am
Wow, looking good!

Out of curiosity, how are you doing rank detection?  I was only able to do a kind of hacky way in my racer, and it only knew when you crossed the finish line.
It's sort of hacky here too (at one point in the screenshot both screens said first place). I first compare lap number, then waypoints passed, then relative positions.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 07, 2009, 12:39:39 am
Awesome! How big is it so far and does it detects laps?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 07, 2009, 02:55:52 pm
Awesome! How big is it so far and does it detects laps?
According to Calcsys, it's 5372 bytes (and that includes the 1024-byte tilemap)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 07, 2009, 03:01:10 pm
wow not too bad ^^

Now you can have 512x52 tilemaps

j/k XD
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 08, 2009, 12:30:44 am
Found an optimization in the 3D rendering code which saves 9.75 clock cycles per pixel pair, for a total of about 15,000 cycles reduced per frame. :) Should add almost half a frame each second if my calculations don't fail me.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 08, 2009, 12:45:40 am
Nice, every speed increase counts! ^^
Title: Re: F-Zero Progress Thread
Post by: simplethinker on November 08, 2009, 09:39:54 am
What's the frame rate now?
Title: Re: F-Zero Progress Thread
Post by: Builderboy on November 08, 2009, 11:46:10 am
OVER 9000!!!

Actualy no, but hey, we can dream :)  I am still really impressed by the tilemapping engine, and how fast it is.  Ah the things calculator games inspire me to do!
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 08, 2009, 12:31:03 pm
higher FPS also means better looking grayscale. That's of course as long as FPS won't get way too high either, though (where grayscale would get out of sync with the LCD)
Title: Re: F-Zero Progress Thread
Post by: ztrumpet on November 08, 2009, 04:35:59 pm
Found an optimization in the 3D rendering code which saves 9.75 clock cycles per pixel pair, for a total of about 15,000 cycles reduced per frame. :) Should add almost half a frame each second if my calculations don't fail me.
Wow, that's great!
I like the conversion to an App. :)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 08, 2009, 11:30:49 pm
Maybe if it stays very small, you will manage to fit everything but the maps in one page, then fit as many courses as the original SNES game had in another?

But again, maybe it would be a good idea to have some external courses, for people who hate large files, kinda like Super Mario 1.2 and 2.0
Title: Re: F-Zero Progress Thread
Post by: Galandros on November 09, 2009, 01:07:13 pm
I played a bit one F-Zero and this one miss the accelerator thing on the floor and more speed. ;D

Isn't time to more tracks and "cars"?
Title: Re: F-Zero Progress Thread
Post by: Eeems on November 09, 2009, 04:30:43 pm
he hasn't gotten that far yet, he is still working on the gameplay and such
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 09, 2009, 10:55:15 pm
also, about speed, IMHO he should not make it go way too fast either. Maybe twice faster at most, due to the high framerate, but not more, else it will be way too fast. This was one of the only gripe I had about F-Zero on the TI-89, altough it seemed worse on TI-89 due to the much lower framerate and cars being so incredibly huge that they blocked your view
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on November 09, 2009, 11:44:35 pm
lol @ the pic
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 10, 2009, 12:30:55 am
Yeah I had fun with photofiltre studio :P

Kinda like a parody of how big the cars were in F-Zero 68k. They were not THAT huge, though. :P

EDIT: I updated the pic for more lulz
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 14, 2009, 09:30:56 am
Well, I added 64x64 map support! ;D And I got the rendering engine to run at exactly the same speed as 32x32. Plus, it's way more flexible now about where I can store the tilemap - instead of aligning to the nearest 4KB, now I only have to align to 256 bytes. :)

And of course, here's a screenshot (Firefox recommended)
(http://otbp.tifreakware.net/images/fzero6.gif)

In case anyone is wondering, I haven't created any AI way-points for this track yet.
Title: Re: F-Zero Progress Thread
Post by: Eeems on December 14, 2009, 10:12:21 am
Cool! That's good news!
And btw are you ever going to make screenshots that none ff users can view? (like me on my iPod :/)
Title: Re: F-Zero Progress Thread
Post by: JoeyBelgier on December 14, 2009, 11:30:34 am
omgomgomg awesome D:
Title: Re: F-Zero Progress Thread
Post by: Galandros on December 14, 2009, 12:21:52 pm
Really cool. Now that is a track that almost makes play F-zero on GBA.

The speed looks intense. :)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 14, 2009, 03:13:35 pm
wow very great :D

I wonder, will you add some traps in the game? I mean like Ice, mines and sand
Title: Re: F-Zero Progress Thread
Post by: ztrumpet on December 14, 2009, 03:55:35 pm
*ztrumpet is on Internet Explorer.

No way! That's not full speed! That's amazing.  I can't wait to see more progress.

Amazing progress.

Calc84, you have made so many great games! Good luck to all the unfinished ones too.
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 14, 2009, 05:40:23 pm
Very nice!! I can't wait for this to come out!  Fzero was the one game I have been looking forward to completion since my joining of Omnimaga! ^^

Out of curiosity, do you have enough speed to use your object system to add in things like shrubs and/or trees for example?   Just a question, looks awesome enough as it it ;D
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 15, 2009, 07:51:31 pm
Well, I added a simple lap counter. Also, I made the split-screen support more flexible, which could lead to some nice effects before and after the race. :)

(http://otbp.tifreakware.net/images/fzero7.gif)
Title: Re: F-Zero Progress Thread
Post by: Eeems on December 15, 2009, 08:02:55 pm
Sweet! Too bad it's hard to appreciate the full beauty on that screenshot on my iPod....
Title: Re: F-Zero Progress Thread
Post by: bwang on December 15, 2009, 08:11:18 pm
Is it Nspire compatible?
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 15, 2009, 08:12:02 pm
If I recall correctly, it is supposed to be, but with the recent updates, I don't know if it broke it
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 15, 2009, 08:25:58 pm
It should be - I haven't sent it to my Nspire lately though.
Title: Re: F-Zero Progress Thread
Post by: ztrumpet on December 15, 2009, 08:41:50 pm
That's really awesome! I really like the split screen effects!
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 15, 2009, 09:32:40 pm
Is it just the screenshot, or does the greyscale turn off on the upper quadrant when it moves?  Besides that, awesome screenshot! :D
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 15, 2009, 09:34:36 pm
Is it just the screenshot, or does the greyscale turn off on the upper quadrant when it moves?  Besides that, awesome screenshot! :D
Yeah, I didn't get the dithering to change the right way when changing the size of the split windows.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 15, 2009, 10:29:20 pm
wow i completly missed that screenshot... that,s awesome :D
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 15, 2009, 10:58:37 pm
Mmmm, might it be that the dithering changes, and then is shifted down one pixel, so it looks the same?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 15, 2009, 11:06:43 pm
Mmmm, might it be that the dithering changes, and then is shifted down one pixel, so it looks the same?
Yep, that's exactly it. The dithering is currently relative to the top of the mode7 area, not the top of the screen.
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on December 17, 2009, 04:30:31 am
Wow, looking awesome as always! :)
Title: Re: F-Zero Progress Thread
Post by: bwang on December 17, 2009, 06:05:28 pm
When will we get a demo/alpha release?
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 20, 2009, 12:17:01 pm
I hope soon!

"Builderboy pokes calc84 with nitro"
Title: Re: F-Zero Progress Thread
Post by: JoeyBelgier on December 20, 2009, 12:45:28 pm
When will we get a demo/alpha release?
there are some pretty early alpha downloads somewhere
dunno the links anymore tho x.x
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 21, 2009, 12:08:24 am
Mhmm I don't even remember if there were any downloads before. If there were, they were very early and barely functional
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 21, 2009, 12:29:48 am
There was a demo where you could drive around on a circular-ish track and there was an enemy spining in circles.  It was pretty fun but not very usefull :)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 21, 2009, 12:30:31 am
Oooh yeah I remember now. I think he linked to it on IRC.
Title: Re: F-Zero Progress Thread
Post by: JoeyBelgier on December 21, 2009, 11:01:11 am
Yeah, the circuit had was a circle with a path in the middle I think.
Kinda theta-shaped
Title: Re: F-Zero Progress Thread
Post by: bwang on December 29, 2009, 07:57:06 pm
When will we get a demo/alpha release of the current version?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 29, 2009, 09:45:22 pm
When will we get a demo/alpha release of the current version?
Maybe when it gets into a semi-playable state. :P The AI in particular needs some tuning for this map.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 29, 2009, 11:47:05 pm
Will the AI eventually be able to figure out where to go regardless of the map in the future? A map editor would be kinda cool once the game is released ^^
Title: Re: F-Zero Progress Thread
Post by: JCW on December 30, 2009, 07:59:20 am
:)
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 30, 2009, 11:18:18 am
Map editor would be great!  Although i forsee lots of problems with the AI with the current system you have set up right now.  Perhapse it could have a basic waypoint method, but not as perfect as the one that is in the game.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 30, 2009, 01:54:46 pm
yeah waypoint might be an idea, because even with some of the best AI, there could still be problems, for example, if you have a track with a jump but it'S hard to pass that jump, all AI cars could fall off the race, like what happened often in F-Zero X custom tracks
Title: Re: F-Zero Progress Thread
Post by: ztrumpet on December 30, 2009, 03:22:23 pm
Could you have a "custom waypoint" option where the user places waypoints in the map editor and then have a default of default waypoints?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 30, 2009, 03:46:50 pm
Could you have a "custom waypoint" option where the user places waypoints in the map editor and then have a default of default waypoints?
I don't know how you would do "default"... I think it would always have to be custom.
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 30, 2009, 11:35:09 pm
There might be a way to do default with some clever coding, but it would be tricky.  If worse comes to worse, would it work to have waypoints at every tile of the track? XD
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on December 30, 2009, 11:39:59 pm
That seems like it would cause a huge slowdown in the engine if was done that way. Not to mention that it would probably make the AI clunky and stupid as they'd be trying to course correct so often. I could be wrong though.
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 31, 2009, 12:47:47 am
It depends on how the waypoint method works, i don't know.  Maybe after you add all the waypoints, it could remove some those that are directly between two others?  That way it would leave only the 'corners'?
Title: Re: F-Zero Progress Thread
Post by: jsj795 on December 31, 2009, 11:49:00 am
or may be set the waypoint whenever you add corner tiles???
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 31, 2009, 12:13:06 pm
Hah, that might be simpler XD
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 31, 2009, 07:35:30 pm
Mhmm that seems like something hard to code x.x
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on March 06, 2010, 08:24:21 pm
is this program available for test download yet???

i would love to see how it works on a calc lol
Title: Re: F-Zero Progress Thread
Post by: Eeems on March 06, 2010, 08:29:47 pm
yes actually there is an old beta out, but currently it is on hold for other projects.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 06, 2010, 08:31:37 pm
Hi and welcome here,

Unfortunately the version avaliable for download is very outdated, so it lacks any of the collision detection and AI that has been recently implemented. Basically, no lap detection and you can race anywhere on the map. I am pretty sure the download is avaliable somewhere earlier in this thread or another F-Zero thread, unless it was hosted on Mediafire or the like. Someone would probably need to search for it.
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on March 06, 2010, 08:54:04 pm
i see...
thx for answering!
i thought this thread and project was dead.. since the last post was Dec last year... :)

i would love to know how the game is coming along thx! :)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 06, 2010, 08:56:51 pm
Nah, don,t worry. Calc84maniac usually works on multiple projects at once. At the moment, he's working on TI-Nspire stuff and released the GBC emulator. Eventually when he loses interest on a project he continues another one, then eventually one comes out (like Chips Challenge and the GBC emulator) then the rest within the next 174 years :P

I am curious if he's gonna add 2 players mode, though, and a map editor
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on March 06, 2010, 08:58:30 pm
i see...
man... this guy is crazy!!! working on that many projects at the same time...

thx for responding so soon! :)

oh.. and i guess there really is no hope for the newer TI-84s to be able to run GBC emulator lol... sigh...
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 06, 2010, 09:02:50 pm
Yeah, I think it is beyond the new calcs capabilities :(

Of course there would be a way: store most of the data that needed the additional 80 KB of missing RAM in archive, but then, the emulator speed would drop considerably.

Blame Texas Instruments for that, and it's not the first time they screw up like this (some of my old RPGs won't display properly on the new OS and on some calc OSes it is possible to crash the calculator without the help of ASM) x.x
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on March 06, 2010, 09:17:21 pm
sigh...
oh well...

this f-zero project here is keeping my hopes up lol

also i have another question... i just tried something that uses xLib on my TI-84 and for some reason no mattyer what i do to enable the xLib any applications that require it just simply say it isn't activated... or basic programs simply crash... (such as this program: http://www.ticalc.org/archives/files/fileinfo/387/38746.html ) (and this one: http://www.ticalc.org/archives/files/fileinfo/396/39695.html )

is this caused by the new OS?

p.s. omg... are you a supreme commander fan!? if yes... have you seen this guy's mods and videos!? http://www.youtube.com/user/asdrubaelvect29900
Title: Re: F-Zero Progress Thread
Post by: Eeems on March 06, 2010, 09:36:13 pm
please try to stay on topic, or in this case make a new topic.
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on March 07, 2010, 12:10:19 am
please try to stay on topic, or in this case make a new topic.
sorry... i made a new post regarding this matter... please see to it! :)
Title: Re: F-Zero Progress Thread
Post by: Eeems on March 07, 2010, 12:24:27 am
Yeah I saw and replied I believe.
[/offtopic]
calc84: around what time do you think you will get back to this? Or are you planning on adding another project to your list :p
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 07, 2010, 01:24:10 am
Not to discourage those who don't frequent IRC often (or talk to him on chats), but he has some projects he didn't advertise much on the forums too. One obviously involve polygonal 3D, altough I don't think any game is planned with it, and there's another project for sure. I doubt F-Zero will die, tho
Title: Re: F-Zero Progress Thread
Post by: SirCmpwn on October 16, 2010, 05:37:17 pm
/me pokes calc84maniac to release the mode 7 engine :)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on October 17, 2010, 03:12:04 am
You got my hopes up. I thought there was an update  :'(
Title: Re: F-Zero Progress Thread
Post by: SirCmpwn on November 01, 2010, 06:00:39 pm
Aww sorry :(
Title: Re: F-Zero Progress Thread
Post by: squidgetx on November 01, 2010, 06:01:51 pm
You got my hopes up. I thought there was an update  :'(

And me too, just now lol
Title: Re: F-Zero Progress Thread
Post by: SirCmpwn on November 01, 2010, 06:02:48 pm
I think this is abandoned :(
Title: Re: F-Zero Progress Thread
Post by: squidgetx on November 01, 2010, 06:06:00 pm
I think he's working a lot on TiBoy right now. I think DJ said that he likes to cycle between projects a lot (I haven't been around long enough to know for sure). We'll probably see a Tiboy 0.2 in a little while, and then maybe more progress here or Project M
Title: Re: F-Zero Progress Thread
Post by: SirCmpwn on November 01, 2010, 06:10:44 pm
I'm tempted to go necropost a few dead projects to get people excited ;)
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 01, 2010, 06:28:48 pm
Holy necropost... lol :P

It is not dead but I think this might take another direction. It seems to be low priority, right now, and yeah Calc84maniac cycles through projects.

I'm tempted to go necropost a few dead projects to get people excited ;)
Lol on the old board during the final year I did that with all staff projects and some member ones every 4 month or so, to no avail D:. At one point it was just me saying Any updates, followed by a response from the author that he will pick it up again eventually, followed by another "Any updates?" necropost 4 months later. :P
Title: Re: F-Zero Progress Thread
Post by: Builderboy on November 01, 2010, 06:36:34 pm
I want this to be finished :( Oh well TiBoy is epic :D
Title: Re: F-Zero Progress Thread
Post by: fb39ca4 on November 02, 2010, 08:51:40 pm
Yeah, it would be great to have this released. You should call this F-Zero 8X, like F-Zero GX and AX.
Title: Re: F-Zero Progress Thread
Post by: ztrumpet on November 02, 2010, 10:17:27 pm
You got my hopes up. I thought there was an update  :'(

And me too, just now lol
Me three. :(
Title: Re: F-Zero Progress Thread
Post by: Darl181 on November 02, 2010, 10:29:11 pm
Update?  Please?  Soon?
Screenshots are epic, but no program to go with it... :(

edit: me four
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 03, 2010, 12:39:47 am
Update?  Please?  Soon?
Screenshots are epic, but no program to go with it... :(
There's a demo somewhere, actually. I forgot in which post, though. It was very old, too, even older than the one I got somewhere on one of my computer (that I can't distribute because it's packaged on the z80 Nspire emu)
Title: Re: F-Zero Progress Thread
Post by: Darl181 on November 03, 2010, 12:42:07 am
Yeah, it's in like the first few pages (I read through the whole thread)
It doesn't have collision detection or anything, though...
I'm not sure if it even had changing camera height possible...
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 03, 2010, 12:43:47 am
I also forgot to mention my copy of Calc84 emulator had speed throttle removed, so everything moves so fast that games are unplayable. X.x

Title: Re: F-Zero Progress Thread
Post by: JustCause on November 03, 2010, 10:18:41 am
I'm in favor of the final game running at that speed. :) jk
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 03, 2010, 11:59:10 am
Lol. I tried F-Zero 64 with a speed code on action-replay and it was extreme. X.x
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on November 04, 2010, 07:44:36 am
Holy crap desolate runs fast! O_o
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on November 04, 2010, 09:46:38 am
Indeed. It freezes in the intro, though, it seems. I pressed every key to get out and no luck...
Title: Re: F-Zero Progress Thread
Post by: wvstudios on January 15, 2011, 12:23:34 am
This game is still in development, right?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 15, 2011, 12:25:11 am
Well... it hasn't been abandoned. I've worked on it a little bit (nothing too substantial, unfortunately)
Title: Re: F-Zero Progress Thread
Post by: SirCmpwn on January 15, 2011, 12:58:24 am
I saw this bumped: *-*
I read it: ;.;
Title: Re: F-Zero Progress Thread
Post by: Builderboy on January 15, 2011, 01:56:51 am
I still can't wait for there to be more progress on this ^^
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 17, 2011, 04:20:50 pm
I saw this bumped: *-*
I read it: ;.;
Me too D:

Welcome wvstudios, though, and I myself can't wait to see more updates too :D
Title: Re: F-Zero Progress Thread
Post by: wvstudios on January 17, 2011, 05:48:29 pm
Thanks for the welcome  :)   
Unfortunately I can't actually send it to my calculator anymore... I lost the cable :banghead:
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow on January 19, 2011, 02:20:54 pm
Try typing it in hex... ;D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 19, 2011, 03:25:05 pm
Sorry to hear about your cable. :(
Try typing it in hex... ;D
Good luck typing a Flash APP on your calc :P
Title: Re: F-Zero Progress Thread
Post by: yunhua98 on January 19, 2011, 04:36:32 pm
Xeda can do it!  lol  :P
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 24, 2011, 04:19:40 am
She wrote an on-calc app compiler on-calc in hex? O.O
Title: Re: F-Zero Progress Thread
Post by: aeTIos on May 07, 2011, 12:31:16 pm
I'm sorry if anyone thinks this is a reply to updates, it is not.
but...
I JUST SAW THIS AND IT IS AWESOME!
okay, end of spam.
So, basically, I think this is an awesome game, and that's it.
Title: Re: F-Zero Progress Thread
Post by: Deep Toaster on May 07, 2011, 12:34:01 pm
W00t, update! :D

* sigh

Are you still working on it? It's an awesome project.
Title: Re: F-Zero Progress Thread
Post by: Darl181 on May 07, 2011, 12:44:42 pm
/me stabs Deep Thought for the bluffing

I'm guessing this is like project M, just one priority level up :P
And it looks epic from the screenies.

Might it be possible to release the source from the last stable beta (from the last screenie I guess) or do you (calc84) want to get it properly finished first?
Title: Re: F-Zero Progress Thread
Post by: aeTIos on May 07, 2011, 02:01:36 pm
I don't think so, like as with Project M, only screenies no releases ;D
Title: Re: F-Zero Progress Thread
Post by: Silver Shadow on May 07, 2011, 02:22:22 pm
Actually there were some alphas. Dunno where the links are though.

EDIT: Here you go, found it. :) http://otbp.tifreakware.net/phpBB2/viewtopic.php?t=247
Title: Re: F-Zero Progress Thread
Post by: leafy on May 07, 2011, 02:35:21 pm
Woah alphas ^^ Awesome.
Now if only I could get my greasy paws on some project M demos, I'd be set xD
Title: Re: F-Zero Progress Thread
Post by: Eeems on May 07, 2011, 02:36:25 pm
Now if only I could get my greasy paws on some project M demos, I'd be set xD
I wish :P
Title: Re: F-Zero Progress Thread
Post by: SirCmpwn on May 07, 2011, 10:00:15 pm
Aww :(
Title: Re: F-Zero Progress Thread
Post by: aeTIos on May 09, 2011, 11:03:38 am
w00t, demos = great!
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on May 17, 2011, 04:50:51 pm
sigh... i saw 3 pages of new stuff and thought something major has happened... :/

edit: the demos are awesome even if they are out dated :P
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on May 17, 2011, 05:00:04 pm
Indeed, especially the unreleased one from 1.5 years ago that only me and calc84 had. It was totally unplayable, though, because it was loaded on the discontinued Nspire 83+ emulator which ran like 6 times faster than the real calc O.O

Nice to see you around again by the way.
Title: Re: F-Zero Progress Thread
Post by: Munchor on May 26, 2011, 11:41:20 am
First time I saw the screenshots and the thread (besides calc84maniac's avatars) and this is so awesome. I understand you're not working on this anymore, but I imagine this was very hard work, great!
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on May 27, 2011, 07:48:23 am
wait this is dead?
Title: Re: F-Zero Progress Thread
Post by: JustCause on May 27, 2011, 09:05:19 am
wait this is dead?
Try reading the last four pages of this topic.

TL;DR:
It is not dead but I think this might take another direction. It seems to be low priority, right now, and yeah Calc84maniac cycles through projects.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on May 27, 2011, 09:24:59 am
Yeah, the important thing is that I'm not dead (and/or M.I.A.) :D
Title: Re: F-Zero Progress Thread
Post by: Munchor on May 27, 2011, 09:29:42 am
(http://i88.photobucket.com/albums/k168/calc84maniac/spinsmall.gif)

Is this the last level btw :P?
Title: Re: F-Zero Progress Thread
Post by: JustCause on May 27, 2011, 10:11:57 am
No, this is:

Title: Re: F-Zero Progress Thread
Post by: whitevalkery on May 27, 2011, 11:20:34 am
lol we are seriously just going in circles with these posts that aren't going any where...
we should just stop messing around in here lol, and just simply wait until he is ready to start working on this again.

He will start working on this again when he is readyy :P
Title: Re: F-Zero Progress Thread
Post by: Ashbad on May 27, 2011, 11:24:58 am
lol we are seriously just going in circles with these posts that aren't going any where...
we should just stop messing around in here lol, and just simply wait until he is ready to start working on this again.

He will start working on this again when he is readyy :P

Well, messing around is quite alright if calc84 is fine with it, and he seems fine ATM, no no need to be critical ;)  Good luck to him when he can finally get it done, but no rush.  And annoyingorange, please remember not to push him to completion, as you learned in the Project M thread (well at least I hope you learned)
Title: Re: F-Zero Progress Thread
Post by: Munchor on May 27, 2011, 12:41:56 pm
Yeah, the important thing is that I'm not dead (and/or M.I.A.) :D

Yeah, so if you cycle through projects, there's a change this will be over some day, which is great :D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on May 27, 2011, 09:36:41 pm
No, this is:


Maybe calc84maniac could port F-Zero X to the Nspire next? :love:
Title: Re: F-Zero Progress Thread
Post by: Darl181 on May 27, 2011, 11:53:28 pm
Maybe calc84maniac could port F-Zero X to the PRIZM next? :love:
fixed ;)
Nspire port would be cool, but finish the z80 version first :P
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on May 28, 2011, 12:46:02 pm
Maybe calc84maniac could port F-Zero X to the PRIZM next? :love:
fixed ;)
Nspire port would be cool, but finish the z80 version first :P
um... i dont think the N-spire is powerful enough to emulate N-64 XD
Title: Re: F-Zero Progress Thread
Post by: JosJuice on May 28, 2011, 12:53:55 pm
Maybe calc84maniac could port F-Zero X to the PRIZM next? :love:
fixed ;)
Nspire port would be cool, but finish the z80 version first :P
um... i dont think the N-spire is powerful enough to emulate N-64 XD
There's a large difference between emulating and porting.
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on May 28, 2011, 12:55:23 pm
Maybe calc84maniac could port F-Zero X to the PRIZM next? :love:
fixed ;)
Nspire port would be cool, but finish the z80 version first :P
um... i dont think the N-spire is powerful enough to emulate N-64 XD
There's a large difference between emulating and porting.
i understand that lol...
but its the idea that f-zero X one of the most resource heavy games on the N-64
Title: Re: F-Zero Progress Thread
Post by: Ashbad on May 28, 2011, 02:17:13 pm
Maybe calc84maniac could port F-Zero X to the PRIZM next? :love:
fixed ;)
Nspire port would be cool, but finish the z80 version first :P
um... i dont think the N-spire is powerful enough to emulate N-64 XD
There's a large difference between emulating and porting.
i understand that lol...
but its the idea that f-zero X one of the most resource heavy games on the N-64

... and could be ported in a way that would not consume that many resources ;) the fact that he ported the original to the 8x series shows that he's far more than capable of it.
Title: Re: F-Zero Progress Thread
Post by: Aichi on May 30, 2011, 08:08:46 am
The screenshots look so amazing. :O I always wanted to have such a racer on TI.
I don't want to urge you to continue develeloping this project, but I really hope you get some new motivation / time someday.
It is kinda sad to see all these great TI projects dying.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on June 12, 2011, 02:38:56 am
Maybe calc84maniac could port F-Zero X to the PRIZM next? :love:
fixed ;)
Nspire port would be cool, but finish the z80 version first :P
um... i dont think the N-spire is powerful enough to emulate N-64 XD
There's a large difference between emulating and porting.
i understand that lol...
but its the idea that f-zero X one of the most resource heavy games on the N-64
Really? ??? Because it always seemed to run at a much smoother framerate than any other N64 games... in fact it was like early Dreamcast games I think.
Title: Re: F-Zero Progress Thread
Post by: fb39ca4 on June 14, 2011, 01:21:22 pm
Maybe calc84maniac could port F-Zero X to the PRIZM next? :love:
fixed ;)
Nspire port would be cool, but finish the z80 version first :P
um... i dont think the N-spire is powerful enough to emulate N-64 XD
There's a large difference between emulating and porting.
i understand that lol...
but its the idea that f-zero X one of the most resource heavy games on the N-64
Really? ??? Because it always seemed to run at a much smoother framerate than any other N64 games... in fact it was like early Dreamcast games I think.
It ran at 60fps only because the graphics were made very simple.
Title: Re: F-Zero Progress Thread
Post by: Deep Toaster on June 14, 2011, 05:08:17 pm
Why you bump again :'(
Title: Re: F-Zero Progress Thread
Post by: whitevalkery on June 17, 2011, 05:20:16 pm
Why you bump again :'(
god damn it...
stop bumping this thread lol!!

keep bringing my hopes up lol
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on June 17, 2011, 05:53:07 pm
Why you bump again :'(
god damn it...
stop bumping this thread lol!!

keep bringing my hopes up lol

me too  :'( demos = great though hope we get an updated version soon

DJ_O can you change the rules so when ever there is a screenshot (except in a contest) the author must upload a demo of it  :P j/k
Title: Re: F-Zero Progress Thread
Post by: Camdenmil on June 17, 2011, 10:56:35 pm
DJ_O can you change the rules so when ever there is a screenshot (except in a contest) the author must upload a demo of it  :P j/k

That would a little hard to do with DJ's portal screenshot (http://img.removedfromgame.com/imgs/portaloncalcs.gif)  ;D

Anyway, these bumps  :'(
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on June 17, 2011, 11:06:18 pm
I mean a real game in progress
Title: Re: F-Zero Progress Thread
Post by: Deep Toaster on June 19, 2011, 02:06:19 am
DJ_O can you change the rules so when ever there is a screenshot (except in a contest) the author must upload a demo of it  :P j/k

That would a little hard to do with DJ's portal screenshot (http://img.removedfromgame.com/imgs/portaloncalcs.gif)  ;D

http://ourl.ca/8582/176536 :P
Title: Re: F-Zero Progress Thread
Post by: Munchor on June 19, 2011, 12:27:36 pm
DJ_O can you change the rules so when ever there is a screenshot (except in a contest) the author must upload a demo of it  :P j/k

That would a little hard to do with DJ's portal screenshot (http://img.removedfromgame.com/imgs/portaloncalcs.gif)  ;D

http://ourl.ca/8582/176536 :P

I still think Portal is far better :P
Title: Re: F-Zero Progress Thread
Post by: fb39ca4 on June 19, 2011, 12:40:06 pm
It would suck if you were the one that made that screenshotnof crysis running on a calc.
Title: Re: F-Zero Progress Thread
Post by: aeTIos on June 20, 2011, 09:32:49 am
lol. but thats full colour and no one would believe that. DJ_O's screenshot is far better. (But still a dream :()
Title: Re: F-Zero Progress Thread
Post by: boot2490 on September 30, 2011, 05:50:12 pm
Is this ever gonna get finished?
Title: Re: F-Zero Progress Thread
Post by: Eeems on September 30, 2011, 09:58:42 pm
Is this ever gonna get finished?
It's currently not being worked on and I'm not sure when Calc84 will get back to this. ( He has a lot of projects on his plate )
Title: Re: F-Zero Progress Thread
Post by: yunhua98 on September 30, 2011, 11:15:15 pm
nooooooo!

I thought this was an update.  :(
Title: Re: F-Zero Progress Thread
Post by: Deep Toaster on October 01, 2011, 12:33:22 am
Bah, another bump :(
Title: Re: F-Zero Progress Thread
Post by: boot2490 on October 01, 2011, 05:05:42 pm
*Unnessecary bump because this neeeeeeeeds to be finished
Title: Re: F-Zero Progress Thread
Post by: Darl181 on October 01, 2011, 05:11:14 pm
It's currently not being worked on and I'm not sure when Calc84 will get back to this. ( He has a lot of projects on his plate )
That.  He's probably working on a separate project atm, and he focuses one one project at a time.

EDIT:
Well... it hasn't been abandoned. I've worked on it a little bit (nothing too substantial, unfortunately)
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 18, 2011, 07:08:52 pm
Well, I worked on this a bit today. I decreased the quality closer to the bottom of the screen by rendering two screen rows at once, so with the extra speed gain I was able to make the track fill up 3/4 of the screen! Also, I added turning sprites, and all the sprites are positioned more accurately now. I still haven't gotten around to optimizing the AI for this track, so it runs into walls a lot :P

(http://otbp.tifreakware.net/images/fzero8.gif)
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on December 18, 2011, 07:09:52 pm
O.O /me dies of awesomness
Title: Re: F-Zero Progress Thread
Post by: saintrunner on December 18, 2011, 07:11:52 pm
woah.....I...am AWESTRUCK!!!
Title: Re: F-Zero Progress Thread
Post by: Darl181 on December 18, 2011, 07:13:51 pm
Nice to see progress on this :)
I'm assuming the sprite moves up/down the screen relative to speed?
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 18, 2011, 07:14:58 pm
Nice to see progress on this :)
I'm assuming the sprite moves up/down the screen relative to speed?
Yes, though it's actually the camera moving backwards/forwards (it's kind of hard to tell due to the pre-rendered sprites :P)
Title: Re: F-Zero Progress Thread
Post by: Darl181 on December 18, 2011, 07:16:18 pm
So it's supposed to seem as if the camera's trying to keep up with the car (or whatever it is)?  Fun XD
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 18, 2011, 07:18:07 pm
Awesome that you are working on this again :D Does this new rendering technique still allow that awesome splitscreen you had before?
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on December 18, 2011, 07:28:32 pm
I agree that splitscreen looked awesome
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 18, 2011, 07:29:27 pm
Splitscreen is still supported; I just changed all my 1/2*height calculations to 3/4*height or 1/4*height
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on December 18, 2011, 07:38:21 pm
YAY!
Title: Re: F-Zero Progress Thread
Post by: ztrumpet on December 18, 2011, 08:23:45 pm
That is awesome!  I'm so glad you're working on this again; keep it up!
Title: Re: F-Zero Progress Thread
Post by: apcalc on December 18, 2011, 08:35:07 pm
Great to see progress on this! :)  It looks great, as always!
Title: Re: F-Zero Progress Thread
Post by: Spyro543 on December 18, 2011, 08:43:35 pm
When will you release a beta for download?
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on December 18, 2011, 09:33:53 pm
^^ id like it too
Title: Re: F-Zero Progress Thread
Post by: saintrunner on December 18, 2011, 10:11:27 pm
^^
^^same
Title: Re: F-Zero Progress Thread
Post by: Builderboy on December 19, 2011, 12:01:20 am
Guys calm down, he starts working on this for one day and he already has 3 people pressuring him for a demo! :P Let him work on it at his own pace and if he decides to release a demo, he will.  On a separate note, looking forward to seeing this finished!  What sort of things do you have on your list to get done before release?  It looks highly functional already, anything extra you plan to add before you're finished?
Title: Re: F-Zero Progress Thread
Post by: Hot_Dog on December 19, 2011, 12:10:21 am
As everyone said, it's awesome to see some progress
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 19, 2011, 12:17:35 am
Oh wow that looks great and nice to see you're still working on this. :)
Title: Re: F-Zero Progress Thread
Post by: aeTIos on December 19, 2011, 07:25:40 am
Epic work calc84maniac
Title: Re: F-Zero Progress Thread
Post by: TIfanx1999 on December 21, 2011, 03:05:14 am
Nice to see some progress on this. Looks good as always. =)
Title: Re: F-Zero Progress Thread
Post by: LincolnB on December 21, 2011, 09:29:19 pm
Sweet! This is awesome.

EDIT: was referring to the screenie on the last page^^
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on December 22, 2011, 04:33:50 pm
This is the best racing game i have ever seen for z80
Title: Re: F-Zero Progress Thread
Post by: kindermoumoute on December 22, 2011, 08:13:22 pm
Maybe mario kart on z80 isn't so far. :)
Title: Re: F-Zero Progress Thread
Post by: LincolnB on December 23, 2011, 04:20:25 pm
Yeah, probably all you would need to do is to add some powerups, change some sprites and maps, and other stuff like menus and whatnot to mirror the original, and that's probably it.
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on December 24, 2011, 01:54:10 pm
calc84maniac talked about maybe making this into a mario kart game too
Title: Re: F-Zero Progress Thread
Post by: Hot_Dog on December 24, 2011, 03:36:47 pm
calc84maniac talked about maybe making this into a mario kart game too

Too many projects, calc84... ;D
Title: Re: F-Zero Progress Thread
Post by: Anima on December 24, 2011, 06:55:19 pm
Mario Kart would be so awesome though. :P
Title: Re: F-Zero Progress Thread
Post by: leafy on December 24, 2011, 08:13:35 pm
Guys, stop getting ahead of yourselves. calc84 works on his own schedule...

...which happens to be valve time.
/me runs
Title: Re: F-Zero Progress Thread
Post by: nxtboy III on March 08, 2012, 09:57:36 pm
Is there a download for this?
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on March 08, 2012, 10:30:51 pm
yes http://www.otbp.tifreakware.net
Title: Re: F-Zero Progress Thread
Post by: nxtboy III on March 08, 2012, 10:33:05 pm
Ah, cool, thanks! :D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 08, 2012, 11:02:18 pm
I was sure it was an actual update that bumped this topic. :'(
Title: Re: F-Zero Progress Thread
Post by: aeTIos on March 10, 2012, 08:24:34 am
Lol so was I. But yeah pretty much every bump here is another "wow" post.
Title: Re: F-Zero Progress Thread
Post by: tr1p1ea on March 10, 2012, 07:35:54 pm
Very impressive as always, i love the speed! I have always wondered about mode7 style, yet never thought about it in depth. Rotating a bg then scaling each line based on some stuff? The speed is just incredible when you thnk about it! Id love to know more about the theory. Either way this is one of the most impressive projects in the community, well at least for me anyways :).
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 10, 2012, 07:40:10 pm
I hope calc84 doesn't discontinue this and allhis other projects... what he said on IRC the other day didn't seem good ( basically he wasn't ruling out quitting calc programming)
Title: Re: F-Zero Progress Thread
Post by: nikitouzz on July 01, 2012, 04:59:18 pm
Or is project? (it) there available beta one?
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on July 01, 2012, 05:04:14 pm
There is a beta, this isnt being worked on now though Ill give a link to the beta though

http://otbp.tifreakware.net/phpBB2/viewtopic.php?t=247
Title: Re: F-Zero Progress Thread
Post by: nikitouzz on July 01, 2012, 05:09:35 pm
thanks
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on July 01, 2012, 11:07:23 pm
I remember I played the one bundled inside the z80 emulator for the TI-Nspire that calc84maniac was working on a few years ago, but the emulator ran so fast that the game was totally unplayable. It was quite cool, though. It reminded me of Mario Kart.
Title: Re: F-Zero Progress Thread
Post by: Matrefeytontias on December 30, 2012, 01:54:08 pm
Bump,

do you still plan something for that, or is it totally dead ?
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on December 30, 2012, 10:14:04 pm
I'm not sure what is happening and what is he working on lately, but I think he wanted to convert this to Mario Kart or something a while ago.
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on December 31, 2012, 01:07:27 am
Oh yeah, I kept forgetting what direction I was going to take this project in. But at any rate, all this mode7 (and other 3d) talk recently has led me to do some more engine optimizations, which I seem to do a couple of times per year, haha. Maybe I'll eventually even change it into Mario Kart, heh. As usual I can't make any promises though, especially since I'm taking a full class load next semester.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 13, 2013, 06:38:29 pm
Quote
[18:38:21]   calc84maniac   hey, I've been working on F-Zero a bit

O.O
Title: Re: F-Zero Progress Thread
Post by: Matrefeytontias on January 14, 2013, 12:01:07 am
Horay :P

Also calc84maniac, I'd like to test the app corresponding to the latest screenshot, can you attach it or give a DL link for your fans pleaaase ? ;D
Title: Re: F-Zero Progress Thread
Post by: Sorunome on January 14, 2013, 12:03:06 am
wut, I thought it was dead O.O
Title: Re: F-Zero Progress Thread
Post by: aeTIos on January 14, 2013, 04:56:05 am
calc84's projects just go slooooowly, they're never really dead (I think)
Title: Re: F-Zero Progress Thread
Post by: calc84maniac on January 14, 2013, 05:15:28 am
That's what I tell myself, anyway :3
Title: Re: F-Zero Progress Thread
Post by: Matrefeytontias on January 19, 2013, 07:47:32 am
Bump,

I just quote myself :P

Calc84maniac, I'd like to test the app corresponding to the latest screenshot, can you attach it or give a DL link for your fans pleaaase ? ;D
Also, why did I get a downrating for that ???
Title: Re: F-Zero Progress Thread
Post by: Runer112 on January 19, 2013, 10:30:44 am
Bump,

I just quote myself :P

Calc84maniac, I'd like to test the app corresponding to the latest screenshot, can you attach it or give a DL link for your fans pleaaase ? ;D
Also, why did I get a downrating for that ???

I'm guessing the reason calc84maniac hasn't provided a download for it already is because he doesn't feel that he's ready to. This is an extremely complicated and somewhat old project, so progress is probably slow. Posts like this pressure authors to work faster and push out a release, even if they don't feel prepared to.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on January 19, 2013, 01:56:54 pm
Bump,

I just quote myself :P

Calc84maniac, I'd like to test the app corresponding to the latest screenshot, can you attach it or give a DL link for your fans pleaaase ? ;D
Also, why did I get a downrating for that ???
I think some people rate down every post asking for F-Zero/Project M downloads :P (kinda an alternative to how MaxCoderz just locked down the Metroid sub-forum entirely for 7 years once)
Title: Re: F-Zero Progress Thread
Post by: Matrefeytontias on January 19, 2013, 03:52:34 pm
I'm guessing the reason calc84maniac hasn't provided a download for it already is because he doesn't feel that he's ready to. This is an extremely complicated and somewhat old project, so progress is probably slow. Posts like this pressure authors to work faster and push out a release, even if they don't feel prepared to.

But I don't press anyone, I just said that it'd be cool if calc84maniac released a version for which he already posted a screenshot O.O for me, if he posted a screenshot, I understand it as it's already somehow playable. I don't necessarily want a full complete version.
Title: Re: F-Zero Progress Thread
Post by: Dapianokid on March 23, 2013, 01:23:43 pm
Bump.

Newest version link?
I love the version I've played! 0002.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 23, 2013, 01:25:04 pm
It would actually be cool if a download link of the latest played demo that was in the z80 emulator was played. (Note I no longer have a copy of it, but calc84maniac does)
Title: Re: F-Zero Progress Thread
Post by: Dapianokid on March 23, 2013, 06:28:06 pm
Let's poke him until he gives it!
Title: Re: F-Zero Progress Thread
Post by: ben_g on March 23, 2013, 06:31:32 pm
Let's poke him until he gives it!
It's his project. He's the one to decide if he wants to give us a demo. If he's willing to give us one, then that's great. If he doesn't want that, it's his choice, and then you shouldn't keep bugging him for it.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on March 24, 2013, 01:59:18 pm
True. Plus I think somebody (not me) was rating down every post begging for a demo a while ago anyway so it's best to avoid insisting :P
Title: Re: F-Zero Progress Thread
Post by: Dapianokid on March 24, 2013, 06:46:42 pm
uh..kfine. Hehe
Title: Re: F-Zero Progress Thread
Post by: CalebHansberry on December 24, 2013, 03:04:18 pm
calc84, perhaps you would consider finishing this? Because it seems too good a demo to leave that way. And no, I have not read the whole topic.
Title: Re: F-Zero Progress Thread
Post by: pimathbrainiac on June 21, 2014, 02:48:14 pm
/me prods calc84 with a motivation, since it's summer, and I would rather see this than another GB/C/A emulator :P
Title: Re: F-Zero Progress Thread
Post by: Sorunome on June 21, 2014, 02:48:42 pm
That necro O.O
But yeah, this game would be cool :P
Title: Re: F-Zero Progress Thread
Post by: Streetwalrus on June 21, 2014, 03:14:32 pm
I third the prod. :I
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on June 21, 2014, 08:51:23 pm
It would definitively be nice to see him back into one of his calc projects :P
Title: Re: F-Zero Progress Thread
Post by: tr1p1ea on June 21, 2014, 09:09:38 pm
Some people move quickly through calc land, calc84 is one of those people ... onto bigger and better things.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on June 21, 2014, 11:41:45 pm
Although to be fair, he has done calc stuff for 7-8 years maybe prior moving on to Game Boy and real life stuff. A lot of people stay for like 1-2 years max.
Title: Re: F-Zero Progress Thread
Post by: pimathbrainiac on June 21, 2014, 11:42:52 pm
A lot of people stay for like 1-2 years max.

My time has come x.x
Not really, but that reminds me to update the VVVVVV thread as soon as I can get to my desktop.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on June 21, 2014, 11:57:23 pm
Typically, though, it seems that many people stop around 18-19 years old when they reach college or move out. However, very young users tend to stop earlier as their attention span is much lower.
Title: Re: F-Zero Progress Thread
Post by: Sorunome on June 22, 2014, 05:02:01 am
Typically, though, it seems that many people stop around 18-19 years old when they reach college or move out. However, very young users tend to stop earlier as their attention span is much lower.
I guess that means that my time is in a year then :P
Title: Re: F-Zero Progress Thread
Post by: Streetwalrus on June 22, 2014, 07:08:02 am
Same lol. Never gonna give up calcs though. Also I hope I'll get back into serious business coding soon. I already feel the urge in my fingers. :P
Title: Re: F-Zero Progress Thread
Post by: ordelore on June 22, 2014, 03:16:26 pm
Never gonna give up calcs though.
:rick: :trollface:
Title: Re: F-Zero Progress Thread
Post by: Streetwalrus on June 23, 2014, 03:58:37 am
Never gonna give up calcs though.
:rick: :trollface:
Need I say more ? :trollface:
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on June 23, 2014, 02:37:55 pm
Same lol. Never gonna give up calcs though. Also I hope I'll get back into serious business coding soon. I already feel the urge in my fingers. :P
Does it mean that Illusiat 11 will get finished this summer? :trollface:
Title: Re: F-Zero Progress Thread
Post by: Streetwalrus on June 23, 2014, 05:43:22 pm
I can't say that hut prepare for bigger updates. My mood is coming back up. :P
Title: Re: F-Zero Progress Thread
Post by: annoyingcalc on June 23, 2014, 06:55:52 pm
-.- I thought there was progress on F-Zero.
Title: Re: F-Zero Progress Thread
Post by: CalebHansberry on June 24, 2014, 03:30:00 pm
-.- What annoyingcalc said.
Title: Re: F-Zero Progress Thread
Post by: bb010g on July 07, 2014, 01:26:42 am
I remember seeing this early on and it looked awesome...
I nth the prod. :)
Title: Re: F-Zero Progress Thread [NEW PROGRESS!]
Post by: aeTIos on July 07, 2014, 06:16:02 am
Stop bumping this thread.

did I troll you with the title :trollface:

Also DJ I'm actually getting interested in calc programming again :P Maybe I'll port Continuity to nspire one day, lol
Title: Re: F-Zero Progress Thread
Post by: Streetwalrus on July 07, 2014, 10:19:19 am
Stop bumping this thread.

did I troll you with the title :trollface:

Also DJ I'm actually getting interested in calc programming again :P Maybe I'll port Continuity to nspire one day, lol
Yeah lol same here. Since we got started with the nspire we go full steam again. :D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on July 07, 2014, 10:27:05 am
I hope this is true this time :P


Does it mean you are both quitting Z80 dev for good, though? D: (eg Illusiat 11 Axe, Continuity 83+, etc)
Title: Re: F-Zero Progress Thread
Post by: aeTIos on July 07, 2014, 10:48:13 am
I don't know, ever since my 84+ broke it's link port I haven't been devving much because if I were to make anything bigger than 4 lines, I'd spend hours typing it into my PC. I have a ROM, though, so I could develop on PC w/ wabbit and stuff. So I guess that's a maybe.
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on July 07, 2014, 10:55:25 am
Oh right, I forgot its link port is broken. Those things are quite easy to break actually, especially the I/O port on older calcs (the one on my 92 is loose and one of my 83+ no longer has the plug). The USB one isn't super solid either on some calcs.

I don't mind developing on the PC nowadays but it takes a long while to get used to it. I prefer using TokenIDE personally, then I test in WabbitEmu.


Back on topic, I wonder if calc84maniac still even does calc stuff btw? Maybe he's done with it and moved on to Game Boy dev?
Title: Re: F-Zero Progress Thread
Post by: Streetwalrus on July 07, 2014, 11:23:20 am
I hope this is true this time :P


Does it mean you are both quitting Z80 dev for good, though? D: (eg Illusiat 11 Axe, Continuity 83+, etc)

Nope but Illusiat is on halt at the moment. :P Might do stuff on my plane tho.
Title: Re: F-Zero Progress Thread
Post by: ordelore on July 07, 2014, 11:36:33 am
Stop bumping this thread.
did I troll you with the title :trollface:
There has been new progress on necro-bumping :P
Title: Re: F-Zero Progress Thread
Post by: aeTIos on July 08, 2014, 06:31:41 am
The merits of being a veteran: you can necrobump threads without being picked on. ;D
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on July 08, 2014, 10:56:24 pm
It depends how often it's done, though, and if the user has a very poor post rating ratio :P
Title: Re: F-Zero Progress Thread
Post by: aeTIos on July 09, 2014, 02:03:23 am
Well, my up:down ratio is about 5.5:1 because I got a bunch of downvotes when on a quite unconstructive necroposting spree. Is that ratio good enough? :P
Also I try to be a bit more constructive when necroing threads now ;D So I can use that in my defense when so someone points out "no necroposting or ban!11!" I can hit them with the hammer of constructiveness >:)
Title: Re: F-Zero Progress Thread
Post by: Streetwalrus on July 09, 2014, 08:54:47 am
Lol, I have a pretty low upvote and downvote count myself. I guess people didn't really have a reason to give me them +1. :P For the -1, it's because I've been a bit rude some times.
Title: Re: F-Zero Progress Thread
Post by: CalebHansberry on August 07, 2014, 09:29:30 pm
Make a new thread? I mean, I hate to break up the party but this *was* an F-Zero thread...
Title: Re: F-Zero Progress Thread
Post by: DJ Omnimaga on August 08, 2014, 09:54:54 am
A bit of a semi necropost, don't you think? :P (considering the irrelevant offtopic talk has ended over a month ago)
Title: Re: F-Zero Progress Thread
Post by: CalebHansberry on September 02, 2014, 02:34:38 pm
Oh, that was because I ignored the "F-Zero Progress Thread" in my "Replies" list for a long time because I was annoyed at the irrelevant stuff and liked the demo a lot, so finally got around to looking at the post a while after it was made.
The same is true of this post  *** CalebHansberry dies