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Messages - JamesV

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31
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: March 06, 2016, 04:02:42 pm »
I haven't done any further work on this over the last 5 days, but you can download a copy of the latest scrolling test shown above if you want to see what it looks like on a calculator :)

Ab5Test Download

32
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: March 02, 2016, 08:21:22 pm »
Adding an HUD will fill out the rest of the space nicely. Are the artifacts on screen emulator/screenshot glitches?
He does plan on adding a HUD, like the original. I also think he said somewhere that the artifacts are not in the program, but are screenshot glitches. Then again, I'm not exactly sure. :/
Correct, I'll be adding some HUD elements at the top and bottom, and the artifacts are just GIF glitches. I guess I could post this test program here if anyone wanted to download it just to see how it looks on their calculator? :)

33
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: March 02, 2016, 02:19:36 am »
Ok so for the time being, I'm going to stick with 8x8 scaled x3, because I want to use 256 colours & also it will likely be easier to work with.

I've updated the 8x8 sprite version by adding in some more colour texture and implementing clipping and VRAM flipping.


34
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: March 01, 2016, 03:57:25 pm »
v1.0.2 with the fix is now available for download here.

35
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: February 29, 2016, 09:52:51 pm »
Yea, I see. 16x16 looks too small. What about 16x16 double sized? With the 12x12 you have to rework 150 odd sprites right? That's a lot of work. :/
Unfortunately 16x16 scaled up x2 would mean that I couldn't fit 12x8 tiles on screen at once, which is one of my requirements so that playability is essentially identical between the colour & non-colour versions. The sprite reworking will take a little while, but it should be worth it for the end result. I'm not 100% set yet on 12x12 though, as I'll only do that if I can limit tiles to 16-colours. If I decide to go with 256 colours, I'll revert back to 8x8 tiles scaled up x3.

36
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: February 29, 2016, 07:28:07 pm »
There is a bug in the current release version: if you are using Cesium and you have prgmSPAZE "hidden", the game will crash on exit due to an issue with the high score saving. I should have v1.0.2 uploaded in the next 24-48 hours with a fix for this - sorry for anyone who has been affected!

37
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: February 29, 2016, 05:33:26 am »

Here's another test using 12x12 tile sprites, scaled up x2. I think this is my favourite so far. It scrolls 3 pixels per frame, so 1 tile every 8 frames, making it the same as the non-colour version (which is what I want, to maintain gameplay compatibility).





Don't mind the messy screen edges, as I still haven't implemented any clipping.

38
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: February 28, 2016, 07:55:10 pm »
Did you ever do any coding for the 85/86? Despite the odd screen size i've always thought programming for that would be a lot of fun, too, in particular with the memory-mapped LCD. I know one of these days i'll pick up a CE, as it is as you say the color calc we z80 programmers always wanted!
I did back in the day, released an RPG called Banchor: The Hellspawn back in 2006. It was a lot of fun, even though it laboured through roughly 5 years of development hell over various incarnations! :P


@JamesV What size are the original sprites? Have you considered doing non-scaled 24x24 or just using the original sprites? (if applicable)?
The original game sprites are 16x16, which is what I used in that last test. I have considered using non-scaled 24x24, but with 150+ tiles and many sprites as well, this will add up (even using 4bpp). I'll be trying 12x12 scaled x2 shortly, so we'll see how that looks :)

39
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: February 25, 2016, 10:17:13 pm »
Cool, i'm sure you're getting tired of converting all these sprites, but it's definitely looking really nice. Once i get some cash saved up i'd love to pick up a CE, too. I almost bought one when they first came out, but couldn't bring myself to fork over the import fees the resellers were charging here in China. It seems like a really fun machine to program for, though. I must admit i'm a bit jealous of the byte-aligned pixels and memory-mapped LCD :P
To be honest, I've currently only converted 3 tiles for the purpose of testing/experimenting. But yeah I'm not exactly looking forward to converting all 150+ tiles, and then all the sprites as well, although I will find it rewarding once I get it done :)

I'm finding the CE a lot of fun to code on. For anyone who enjoyed the 83/83+/84+ series, it's essentially the colour version that we've always wanted!

40
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: February 24, 2016, 11:45:01 pm »
That does look a bit small, i think 12x12 would look nice, but honestly the original scaled 8x8 sprites looked fine to me.
I'll give 12x12 scaled up x2 a go sometime in the next few days hopefully, and we'll see how that looks. Otherwise 8x8 scaled up x3 will be my fallback position :)

41
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: February 24, 2016, 11:43:51 pm »
@JamesV Congrats on the release. I'll have to check it out ASAP.
This is looking quite nice, great job!
Thanks all :) I think it looks good on the 84+CE. I have some potential ideas for minor updates down the track, but I'll focus on some other projects for the time being.

42
TI Z80 / Re: Alien Breed 5 Episode III: Impact
« on: February 23, 2016, 06:55:16 am »
I decided to try using 16x16 tile sprites (as opposed to 8x8 scaled up x3 in the previous screenshot), which resulted in the below (don't mind the yellow artifacts, they don't actually happen during execution). It certainly looks better quality, but in my opinion it's now a bit too small on screen.



For the sake of maintaining gameplay compatibility between the 83+/84+ monochrome version and the 84+CE version, the play screen needs to show 12x8 tiles, and the tile width/height needs to be a multiple of 8. I'm contemplating next trying 12x12 tile sprites scaled up x2 to make them 24x24, which is a multiple of 8.

43
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: February 21, 2016, 11:52:42 pm »
This is now finished and available for download on ticalc.org :)

44
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: February 19, 2016, 03:33:57 pm »
Looking great! Just clarifying, this is with updated sprite routines/etc. and not using Mateo's gbuf technique? The intro is really cool :D
Correct, this is all CSE/CE dedicated code :)

45
TI Z80 / Re: Spaze Invaders v1.0.1 (TI-84+CSE & CE)
« on: February 17, 2016, 03:06:43 pm »
Very nice James! I loved the original, so it'll be nice to have it up and running on the CE as well. :D
Thanks! Same, the original was a favourite of mine back in the day!



It's coming along pretty quick - hopefully I can have it finished by next week.



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