1
Introduce Yourself! / Greetings from a distant past
« on: January 27, 2012, 09:20:53 am »
Hiya 
Stumbled upon Elimination today, thought nobody was going to use the Gemini source code. Glad so see somebody decided life wasn't gonna get any better
I haven't touched z80 since Gemini, the first TI83 infinite plane demo (I see there's a Zero-Wing thing going on, goodie) and some hopeless excursions in 6 DOF 3D culling. Still, would be glad to help if there are any questions about the Gemini code. Tried to post in that sub-topic, but wasn't allowed to so I'll just copy-paste my post here.
Few things about me for those who haven't met me (I do not recognize many of the nicks around here): I'm cynical, glad to offer constructive criticism but I hardly ever pat people on the back unless they're about to pass. So let me get this over with: Looks nice. From now on I'll run in cold mode.
Skimmed through some topics, I do agree that far away sprites look a bit blocky compared even to the ancient Gemini. Remember to design levels taking into account the crappy resolution of the TI84, long distance encounters need some space. I hardly ever did, in fact I never even played through map 3 in Gemini IIRC, but I figured after I had released the game. Turned out alright.
It seems you have a way to store loads more data on the calc than Gemini ever did, so I would suggest mipmapping for all sprites. Use pixel-wide details, select a mipmap by the projected screen size and only ever scale up, never down except maybe beyond the smallest mipmap. If you go for 32x32, 16x16, 8x8, the scaling-code should be fairly trivial to update.
The perspective projection looks very harsh now that you have the caster fullscreen, I would suggest generating new perspective LUTs to get larger walls for a longer distance. I don't remember if I used "f * x / z" of "f * x / (z + z0)" with z0 being a hand-adjusted parameter. Try the latter option and play around with z0 to get a "beefier" perspective projection.
The gun perspective looks odd in fullscreen. Don't settle for a Doom approach, they did that back in '93, just do it right.
I remember there was a bug with the hit detection in Gemini, which was the bug that was mentioned in the dev docs in the Gemini zip. Did anybody find this and fix it?
Personally I think the background esp. on level 17 looks terrible
Your decision entirely and if people want it, by all means go for it. I seriously thought you had introduced a bug in the graphics code when I saw that vid on yt...
I may not be super-responsive, but ask questions or whatever and I'll try to answer them in due time. Try PMs if I go silent.

Stumbled upon Elimination today, thought nobody was going to use the Gemini source code. Glad so see somebody decided life wasn't gonna get any better

Few things about me for those who haven't met me (I do not recognize many of the nicks around here): I'm cynical, glad to offer constructive criticism but I hardly ever pat people on the back unless they're about to pass. So let me get this over with: Looks nice. From now on I'll run in cold mode.
Skimmed through some topics, I do agree that far away sprites look a bit blocky compared even to the ancient Gemini. Remember to design levels taking into account the crappy resolution of the TI84, long distance encounters need some space. I hardly ever did, in fact I never even played through map 3 in Gemini IIRC, but I figured after I had released the game. Turned out alright.
It seems you have a way to store loads more data on the calc than Gemini ever did, so I would suggest mipmapping for all sprites. Use pixel-wide details, select a mipmap by the projected screen size and only ever scale up, never down except maybe beyond the smallest mipmap. If you go for 32x32, 16x16, 8x8, the scaling-code should be fairly trivial to update.
The perspective projection looks very harsh now that you have the caster fullscreen, I would suggest generating new perspective LUTs to get larger walls for a longer distance. I don't remember if I used "f * x / z" of "f * x / (z + z0)" with z0 being a hand-adjusted parameter. Try the latter option and play around with z0 to get a "beefier" perspective projection.
The gun perspective looks odd in fullscreen. Don't settle for a Doom approach, they did that back in '93, just do it right.
I remember there was a bug with the hit detection in Gemini, which was the bug that was mentioned in the dev docs in the Gemini zip. Did anybody find this and fix it?
Personally I think the background esp. on level 17 looks terrible

I may not be super-responsive, but ask questions or whatever and I'll try to answer them in due time. Try PMs if I go silent.