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Messages - Michael0x18

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TI 68K / Re: Best way to perform clipping with irregular shapes
« on: February 22, 2021, 08:58:18 pm »
Well, thanks everyone for the suggestions. I think I'm going to stick with the clipping plane thing. I got some assistance from @Lionel Debroux over on Ti-planet (not my first choice, since my French is terrible) and I'm using a modified version of the SDK sprite routines to draw.

TI 68K / Re: Best way to perform clipping with irregular shapes
« on: February 22, 2021, 05:04:48 pm »
Okay, thank you. That's settled, then.
I currently have two different "collision buffers," which are each 256x256 pixels (one for each map layer, 8192 bytes each). GCC4TI's sprite routines expect a buffer that is 240x128 (the size of the 92's screen), but mine is larger. This essentially means that I can't use the built in sprite functions to draw it, unless there's something I can change to "edit" the size of the screen.

I'll try to come up with some code that draws it myself, but it'll take a while.

Thanks for the help!

TI 68K / Re: Best way to perform clipping with irregular shapes
« on: February 22, 2021, 04:41:06 pm »
Yeah this is in C.

To be clear, I'm using the GCC4TI SDK, running in WINE, because I couldn't get a native install to work correctly. I'm already using ExtGraph to draw the tiles, so using another few buffers probably wouldn't hurt.

TI 68K / Best way to perform clipping with irregular shapes
« on: February 22, 2021, 04:18:42 pm »
I asked this on Cemetech, but based on my prior experience they're mostly focused on the [e]Z80 calculators, and I'm basically the only new 68K programmer in the last several years, so I'm not optimistic about getting an answer. So I'm cross posting here, in the hopes that people here might be more familiar with the SDK.

Anyway, here goes:

I'm making a somewhat complicated RPG for the more recent 68K calcs, and I need to figure out how to test collisions with weird shapes, for example curved and diagonal walls. What I'm trying to do now is to draw the clipping data to a "virtual screen" and test pixels to sense collisions. Here are the questions I have regarding this topic:

1: Is there some way to redirect TIGCC/GCC4TI's sprite functions to a virtual buffer, and somehow tell it that this buffer isn't 240x128 pixels, but 256x256 pixels?

2: Is there better way to perform clipping operations?

3: In the event that I can't redirect the functions from the standard library, should I abuse ExtGraph's tile map engine or write something to copy data into the plane?


Introduce Yourself! / Re: Greetings
« on: February 18, 2021, 11:52:31 am »
Mostly random games and utilities. I haven't really put anything on Ticalc, though, since not very many of them are very good. Right now I'm working on a decently complex RPG-style game for the TI-89 (Titanium only, since its going to need ~160 Kb of RAM to run.)

And thanks for the peanuts. I happened to be eating breakfast - peanuts - while reading this :P

Introduce Yourself! / Greetings
« on: February 18, 2021, 12:58:50 am »
Hello all,

I've been lurking around for a while, and some of you might have seen me over on Cemetech.

I mainly program for the 68K series in C/ASM, so you'll probably see me asking questions about it.


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