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Messages - AaroneusTheGreat

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256
TI 68K / Doom89!
« on: August 18, 2007, 03:47:00 pm »
Well, I dont know whether or not the FAT engine was written in pure ASM or not but C should do just fine if I do it right.

NEWS:

New menu system is done. Now when you are in-game, the menu floats on top of the viewing plane in the original font. Ranman helped me with the font system. It looks pretty sweet.  

257
TI 68K / Doom89!
« on: August 18, 2007, 06:55:00 am »
I've read that one actually, I was thinking of more in depth application of the theory. I think what I'll have to end up doing is sitting down with a pad of paper, the computer, the tutorials and some serious free time, and just take notes, figure things out and try stuff on TIGCC. Simple things to start with like wireframe rendering. If I get anything working then I'll move on from there.  

258
TI 68K / Doom89!
« on: August 17, 2007, 06:20:00 pm »
It might, I think I hotlinked it from UTI. It really doesnt matter much to me. I'll think of something.

Anywho, I looked into the advanced raycasting and I understand it to a point. If anyone here can help me find some tutorials on drawing a raycasted scene to a flat screen, please post the links here.

I'm going to go on Amazon and see if I can't find some books on the subject also. I think I may actually be crazy enough to attempt this.

I need to get my head examined. :Ptongue.gif

EDIT:

Okay, I found Doom's Original source code. I'm going to study their methods, and see if I can learn a thing or two.  

259
TI 68K / Doom89!
« on: August 17, 2007, 06:06:00 pm »
Yea, for some reason, I keep linking my avitar and it's broken every time. So I gave up and used a stock one.  

260
TI 68K / Doom89!
« on: August 17, 2007, 10:11:00 am »
The Zombies show up a little later, around level 3. The exposion thing applies to all the characters because of the amount of space required to store all the death scenes for all the enemies. Four frames per death animation and 4 normal enemies, means 16 frames, at 64*64 pixels each times two planes.

That would equal around 32768 bytes, and then add on to that another 32768 bytes for the normal animations. Now we're up to 65536 bytes , plus two extra frames for the attacks times 4 would equal another 65536 bytes, so now we're up to 131072 bytes. Thats just for the enemies, now the tiles. There are about 72 or so of them. That equals 147456 bytes and add that to the 131072 bytes, which equals 278528 bytes, then add the fat engine which is ~55kb.

Now we're up to ~333528 bytes. Now add the 47982 bytes for the doom game engine. Now we're up to 381510 bytes, now add the 17kb map file, the 7kb text file, and the 8332 byte save file and we're up to 413842 bytes, plus the 1002 byte run game program.

414844 bytes all together.

that figure is without all the add ons and optimizations I have so far.

the actual figure of space is 452341 bytes.

So, if i were to add all the normal death animations, it'd be;

485109 bytes.

Also, the fireballs thing may be in the future, but right now I'm not sure really what I'm going to do about that. It'd require a good bit of RAM to keep up with the location and status of the fireballs. Plus the way the imps are set up right now, they come kind of close to you and start scratching, so it looks more normal.

I'll give it some thought, see what I can come up with and then get back to you on that one. It'd also require around 8 sprites or so, so that the fireballs are multidirectional like in the real game.

I am working around a lot of restrictions because of the small platform. While the 68k series is certainly a powerful platform, its still small.




261
TI 68K / Doom89!
« on: August 15, 2007, 06:01:00 pm »
I'll check it out. One thing that would be a problem is screen size. The FAT engine only really has good fps rates with most games because it only draws to a 96*96 pixel drawing plane. If I were to create my own engine and have it not be limited to the 90* fixed angle, then I'd either have to cut down on the screen size, which would be unacceptable. It'd be too hard to see. Or I'd have to cut down on speed or functionality.

That said, if I really study up on the internals of raycasting I may learn a thing or two to make something like this possible.

I think what I should do first is finish Doom89 ;)wink.gif

Then I'll study up on trig, raycasting, linear algebra and some advanced C, and then I'll get back to you on that. :)smile.gif

I'll be starting a C++ course in four days so that should be some extra practice on top of this project. C++ and C are nearly the same, and most of the syntax carries over.

In fact I might just buy some books on C, I already have one on C++, that I never really read, and now that I'm no longer such a noob and understand a few things I think I'll pick it up and read a little.

I'm rambling now, sorry.

The engine idea, while a little premature at this point is still plausible so I'll look into it.   %)rolleyes2.gif

(you know what's kind of funny, this is by no means the first time someone suggested this to me. I don't get it really, I'm no programming guru by a long shot.  :Ptongue.gif)

262
TI 68K / Doom89!
« on: August 15, 2007, 07:58:00 am »
Yes there are, there's a bunch of them, in fact I have one that converts Doom2 to a raytracer version of goldeneye.

NEWS:

I will be releasing a 28 level public beta soon, It has entered testing today and I expect that it should be ready for release in a couple of weeks at the most.


263
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 14, 2007, 05:30:00 pm »
Yes it's somewhere around there. Although it worked with amazingly small sprites and specialized RAM and LCD processing for games specifically, also it read the code from an outside card and only saved small amounts of information to them, so it's RAM was free to store runtime stuff.  Us calculator programmers face different challenges.

264
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 14, 2007, 03:24:00 pm »
Yeah, that sounds right, it says it should run about 20 - 40 MHz
thats fast! 89 HW2 == ~12 MHz o.oblink.gif

265
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 14, 2007, 03:04:00 am »
It's guaranteed to run actual speed, it says so on Casio's website I believe. (I'll double check but IIRC it says that)  

266
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 13, 2007, 09:18:00 am »
I dont know but from the graphing speed I'd say yes.  

267
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 12, 2007, 09:22:00 am »
Wow, yeah, that does not sound good. I still may look into the whole Casio thing, just out of curiosity.

EDIT:

I downloaded the ClassPad 330 Manager, basically Casio created their own emulator and allows a limited license trial (some features are disabled with the trial, no biggie tho.). It's amazing. 500kb of RAM with 5.4 MB of ROM.

Best part about it is that while I was perusing through it's features I looked through the programming catalog, its amazingly close to the Ti-89t 's function set. So with the ClassPad's processor, screen size and memory space it seems like a great platform to program for.

Anyone played around with it any? I'd almost like to buy one but so far I don't know what the community is like. I found a website devoted to just the ClassPad. It's www.classpad.org and it seems to have a good selection of games and other resources. Based on this I don't think I can justify a $149 - $179 calculator (the ClassPad 300 + costs $179 direct from casio, imagine the retail. :Ptongue.gif).

EDIT2:

My GOD! I just graphed the function cos(X)/sin(Y) in 3D mode on the ClassPad emulator and set it to rotate...

That has to be the smoothest 3D rotation I have ever seen a calculator do. It is amazing. I'm thinking I may buy one, just for the hell of it. It looks worth buying.  

268
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 11, 2007, 05:09:00 pm »
Yea, go figure, and I program for calculators. :Ptongue.gif

269
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 11, 2007, 04:00:00 pm »
Wow I got the HP Emulator thing working, It ran the 48g... Big waste of time. Really ridiculously hard to use. I couldn't even figure out how to load a program on it. I'll look into the Casio thing but I think I'll end up sticking to TI.

270
Casio Calculators / Heresy: The Other Side of Calc Programming
« on: August 11, 2007, 11:41:00 am »
HAHA! Voyage 400. I remember that Ticalc joke. That would be majorly cool though.

Hey, I've been trying to find a good HP emulator and ROM for the 50g or 49 series. The ROMs are freely distributable according to HP's license but I can't seem to find any. Can anyone help me out? I want to see what the HP calcs offer.  

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