Author Topic: You still have time TI!  (Read 8369 times)

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Offline Streetwalrus

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Re: You still have time TI!
« Reply #15 on: August 11, 2013, 07:11:06 am »
That looks quite fast ASMBandit. ;) Do you use 160*240 mode ?

Offline DJ Omnimaga

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Re: Re: You still have time TI!
« Reply #16 on: August 11, 2013, 12:30:27 pm »
Wow that looked cool AssemblyBandit! You should release it but maybe not in APP form since 16 KB for a tunnel would be a bit much.

Also I think the HP Prime is downclocked to 266 MHz by default.
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Offline Streetwalrus

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Re: You still have time TI!
« Reply #17 on: August 11, 2013, 12:35:32 pm »
Also I think the HP Prime is downclocked to 266 MHz by default.
That's just speculation but it'd be logical that it's true.

Offline Keoni29

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Re: You still have time TI!
« Reply #18 on: August 11, 2013, 12:38:20 pm »
That is because it drains your batteries slower when it is clocked lower.
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Offline Streetwalrus

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Re: You still have time TI!
« Reply #19 on: August 11, 2013, 12:46:52 pm »
That is because it drains your batteries slower when it is clocked lower.
Yeah that ^. I didn't know how to phrase it. :P

Offline Hayleia

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Re: You still have time TI!
« Reply #20 on: August 11, 2013, 12:52:02 pm »
@AssemblyBandit: would that make the game any faster to scroll several pixels at a time, as the Prime version does ? Because in my opinion, you can't really compare the speed of two games if they don't produce the same output.
« Last Edit: August 11, 2013, 01:14:01 pm by Hayleia »
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Offline Streetwalrus

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Re: You still have time TI!
« Reply #21 on: August 11, 2013, 01:02:47 pm »
fasten
Fasten = attacher in French. Just sayin'.
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Offline Hayleia

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Re: You still have time TI!
« Reply #22 on: August 11, 2013, 01:13:46 pm »
fasten
Fasten = attacher in French. Just sayin'.
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The worst is that I knew it ("please fasten your seatbelts" they say). Thanks for reporting, I am editing right now.
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Offline AssemblyBandit

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Re: You still have time TI!
« Reply #23 on: August 11, 2013, 01:42:28 pm »
Thanks everyone!

adriweb: It's far from perfect! I need to speed up the ships vertical speed which will slow down the horizontal speed. The speeds aren't balanced right now so you can't make it over/under every slope. The random line drawing needs work as well, sometimes it will start off and you won't have any room for the ship!

Streetwalker: That's using 320x240 mode, I'm going to try it out in the 160 mode to see what it's like.

DJ Omnimaga: I might put it out as a program, I'm not sure yet. Right now its just a demo, no scores or title and that explosion will be an animation.

Hayleia: That's an excellent idea, I will switch it up and see what it's like. This is my first tunnel game and I thought the space was to enable the ship to fit through better. My line drawing routine is really basic and it will squeeze the line so small that the ship won't fit through eventually. I was hoping for a faster speed that would cause the player to mess up. In its present state, it won't happen though.

This is just for fun and a test. What I had in mind was a runner game where you ran through a jungle dodging obstacles, Jungle Dash is what I call it. There's snakes, alligators, quicksand, basically like that game for Atari. Judging by this though, I won't be able to pull it off, not with the speed and animation I hoped for. My head has been killing me this weekend so I haven't gotten anything accomplished. I'll add in the suggestions and make another video. I'll make a project page for Jungle Dash if all goes well.

Offline DJ Omnimaga

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Re: You still have time TI!
« Reply #24 on: August 11, 2013, 07:44:57 pm »
@AssemblyBandit: would that make the game any faster to scroll several pixels at a time, as the Prime version does ? Because in my opinion, you can't really compare the speed of two games if they don't produce the same output.

Actually, from what I hear, the HP Prime refresh rate is 52 Hz, meaning that even if the game is running a bit over 60 FPS, it will skip frames or cause some tearing (like computer games that have v-sync disabled). I wonder if that can result in less speed decrease if the screen is unable to draw every frame? Also the HP 39gII had a refresh rate of 10-15 Hz IIRC.

My Tunnel game, however, doesn't skip frames by itself. If any occurs, it's just the calc hardware doing it. The code attempts to draw every frame. Of course on the CSE, artificially skipping frames might be a good move to speed things up, though, but on the HP Prime it wouldn't make much difference.
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Offline Keoni29

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Re: You still have time TI!
« Reply #25 on: August 12, 2013, 03:44:41 am »
Is there v-sync available for basic programs on the prime or would you have to write assembly code to achieve that?
« Last Edit: August 12, 2013, 03:45:08 am by Keoni29 »
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Offline DJ Omnimaga

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Re: You still have time TI!
« Reply #26 on: August 13, 2013, 03:15:34 am »
I don't think it is. However, for people who use sprites on tilemaps or even parallax scrolling, if you want to prevent extreme flickering, you can use some sort of double-buffering technique: Instead of drawing the background (if you use parallax scrolling), the tilemap and then the sprites to the screen every frame, just draw them on an extra GROB/buffer then copy that buffer to the screen.

That way, if somehow you have to redraw the HUD every frame or something else, then the stuff won't flicker like mad due to the map being refreshed. This will probably be a bit slower, but at least it will look good.

Just doing this might actually solve some of the tearing issues that we have seen in the Tunnel game video.
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