Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI 68K => Topic started by: Halifax on August 25, 2007, 05:33:00 am

Title: NBA 68K
Post by: Halifax on August 25, 2007, 05:33:00 am
Alright the lastest and greatest main project that I have been dealing with is NBA 68K. A semi-port of NBA JAM for the Sega Game Gear. It is a semi-port because I am only taking little ideas from NBA JAM and not full on porting it.

First off I would just like to thank Tifreak so much for his generous contribution to the further development of this project. He has provided me with space to host all of these images and that is helping to keep me organized. I would also like to thank Ranman and ATG who both have been helping me a great amount through all of this!

http://tifreakware.net/halifax
http://tifreakware.net

The rosters are subject to update through people suggesting players for their favorite team.

========
Background
========

NBA 68K is about creating a fully playable, fully graphical, and overall awesome game made for basketball. A 2v2 4-level grayscale game with key features including: An up-to-date roster, Real NBA player pics, Real NBA teams, and real NBA logos, with fluid in-game animations to complement the gameplay.

=====
Roster
=====
user posted imageDallas Mavericks: ??, ??

user posted imageHouston Rockets: user posted imageYao Ming, ??

Memphis Grizzlies: ??, ??

Oklahoma City Hornets: ??, ??

San Antonio Spurs: ??, ??

Golden State Warriors: ??, ??

user posted imageLos Angeles Clippers: ??, ??

user posted imageLos Angeles Lakers: user posted imageKobe Bryant, ??

user posted imagePhoenix Suns: ??, ??

Sacramento Kings: ??, ??

Denver Nuggets: user posted imageAllen Iverson, user posted imageCarmelo Anthony

Minnesota Timberwolves: user posted imageKevin Garnett, ??

Portland Trail Blazers: ??, ??

Seattle Supersonics: ??, ??

Utah Jazz: ??, ??

Boston Celtics: ??, ??

New Jersey Nets: user posted imageJason Kidd, ??

user posted imageNew York Knicks: ??, ??

user posted imagePhiladelphia 76ers: user posted imageKyle Korver, user posted imageAndre Iguodala

Toronto Raptors: ??, ??

user posted imageChicago Bulls: ??, ??

Cleveland Cavaliers: ??, ??

user posted imageDetroit Pistons: ??, ??

user posted imageIndiana Pacers: ??, ??

Milwaukee Bucks: ??, ??

Alanta Hawks: ??, ??

user posted imageCharlotte Bobcats: ??, ??

user posted imageMiami Heat: user posted imageDwayne Wade, ??
Orlando Magic: ??, ??

Washington Wizards: ??, ??

Key: ?? = undecided player. Request players!

===========
Misc. Images
===========

user posted image

user posted image

========
Final Notes
========

I have all the player sprites converted that I need so far, and all the logos are done(I just didn't upload the other ones yet). Also I know some of the logos look wierd, but ATG(Aarenous The Great) is going to help remaster them and make them look better.

Now I am just getting and converting and making my own slew of animations that are to be used in the game. After this is done and updates are posted, then the coding begins on the game. This is the time at which I will begin to test out the physics and movement and also all the basketball movement algorithms.

Oh well I hope you enjoy this project as much as I have/and still am.
Title: NBA 68K
Post by: DJ Omnimaga on August 25, 2007, 11:30:00 am
I love those screenshots so far, I hope to see it finished one day :)smile.gif

but I really need to do something about the PNG thing on this forum because on the old board it worked fine <_<dry.gif

anyway, this will make it to my TI-89t for sure when it comes out, altough i have no clue of the official basket ball rules since over canada we barely play x.x so I will be crappy :Dbiggrin.gif
Title: NBA 68K
Post by: bfr on August 25, 2007, 12:41:00 pm
This looks awesome.  :)smile.gif

I don't know exactly how the game is going to be set up, but wouldn't three players per team be better?  Or would that slow down the game to much or clutter the screen too much or something?
Title: NBA 68K
Post by: DJ Omnimaga on August 25, 2007, 12:46:00 pm
i think 3 would be good, more would be too cluttered x.x
Title: NBA 68K
Post by: Halifax on August 25, 2007, 04:09:00 pm
Yes this would clutter the screen much to much and slow it down. I consider 3v3 for the 92+ and V200, but what I really want to focus on is fluid animations and AI so that instead of just moving left and right like in Ice Hockey 68K the players will react to how the ball is thrown to them.

Just making a speculation here, but in all reality there are about 3-40 animations I believe. Also the court rims and backboard are destructible, but re-generate when you go to the other side of the court.

I believe instead of having naive and AI in 3v3 and having to scroll the game horizontally and vertically, that I would rather keep the vertical size of the court to the vertical size of the screen. My choice for this is because no one wants to shoot a ball that goes off over top of the screen where they can't even see there player.

All these decisions are for the better, and I do believe 2v2 will be better than a 3v3 game.

More background for the game is coming later when I iron out the true technical details.
Title: NBA 68K
Post by: DJ Omnimaga on August 25, 2007, 04:34:00 pm
good. Actually at school we played most sports in 3v3 (+goal in soccer) anyway, shouldnt matter too much for a calc game
Title: NBA 68K
Post by: Madskillz on September 06, 2007, 03:09:00 pm
Awesome...glad to see the wolves in their! Represent!
Title: NBA 68K
Post by: Halifax on September 07, 2007, 12:16:00 pm
Lol. Madskillz, any recommendation on the second player that should be on the timberwolves?

PS: Is anybody really good at doing 4 level grayscale sprites by hand in areas such as 16x16 and 16x24??
Title: NBA 68K
Post by: DJ Omnimaga on September 07, 2007, 12:29:00 pm
when it exceeds 8x8 forget me sorry :(sad.gif

*DJ Omnimaga
Title: NBA 68K
Post by: Madskillz on September 07, 2007, 05:03:00 pm
Well if it is current, I would have to look into some players.

But Wally Szczerbiak was one of my favorites too back in the day. He was traded like in 06 I think.

Edit I could maybe work on some sprites, what for the team logos and pictures?
Title: NBA 68K
Post by: DJ Omnimaga on September 07, 2007, 05:17:00 pm
that would be cool. I am worried about where did every single pixels artist we had in the community (especially here) went since i came back :(sad.gif there used to be about 4 or 5 ppl here doing pa x.x
Title: NBA 68K
Post by: JonimusPrime on September 07, 2007, 05:38:00 pm
I can do ok pixle art but I can't stand Using complex Art programs The one I use is small fast and has three functions circle, line, and pxl-change
Title: NBA 68K
Post by: Halifax on September 07, 2007, 05:45:00 pm
MadSkillz: The team logos are done, and yes it is a current roster. Also I can't do player pics until I get the teams figured out.

Also to anyone who wants to attempt to do pixel art for this project. As a test I will need a 16(width)*24(height) 4 level grayscale image of a basketball player standing. It needs the usual of a basketball player. Shorts, jersey, sneakers, legs, etc.

TheStorm: Yeah I just use MS Paint.
Title: NBA 68K
Post by: Madskillz on September 07, 2007, 05:46:00 pm
I made this quick, didn't know you had one already.
I say you either make a uniform text to put onto the logos or forget about the text and just use the image and have the text somewhere else on the screen, because converting just looks too crappy.

Any how here is one I did in about 7 min.
user posted image

Edit again: Is it top down or a side view similar to the sideview like in the icehockey game on the 68ks
Title: NBA 68K
Post by: Halifax on September 07, 2007, 05:49:00 pm
I like the text in your image. It is very nice, and I overall like your image. Are you up to converting all the other team logos, because yes yours do look way better than anything converted. So are you up to converting all the other NBA logos?
Title: NBA 68K
Post by: DJ Omnimaga on September 07, 2007, 05:50:00 pm
i like it so far
Title: NBA 68K
Post by: Madskillz on September 07, 2007, 05:54:00 pm
I can, it will take me some time. I gotta go to bed now I gotta get up early tomorrow and work. I will have a few hours tomorrow to pound out a few more logos and maybe a player sprite. Are the players in a top down view or is it similar to the side view like in icehockey 68k?
Title: NBA 68K
Post by: Halifax on September 07, 2007, 05:56:00 pm
It is a side-view, but it is different from Ice Hockey 68K because the players can run in 8 directions. Which means there are a lot of sprites. I might be able to get an example shot up.

user posted image
Title: NBA 68K
Post by: DJ Omnimaga on September 07, 2007, 06:02:00 pm
since its only at tiny res, wouldnt it be better to make them show up in profile view when moving in diagonal? I think lot of old games did that too, it wouldnt matter much since it is very small resolution and maybe people would not notice. Unless I am wrong
Title: NBA 68K
Post by: Halifax on September 07, 2007, 06:05:00 pm
You could do that, and I may do that, but that will be decided after I get a working beta done. Really I want to stay true to the nice movement system that they setup for NBA Jam.

And a quick note. The Game Gear does have a smaller resolution than the 89T, and it also ran on a z80.
Title: NBA 68K
Post by: DJ Omnimaga on September 07, 2007, 06:06:00 pm
really? i didnt knew that. it's up to you though
Title: NBA 68K
Post by: Halifax on September 07, 2007, 06:07:00 pm
Yeah, as I said, the decision will come after the beta.

Man how did artists back then make such great sprites for games like Street Fighter and stuff. They have shadowing, and all these other cool effects.

EDIT: One thing I noticed is that Midway took reference shots of guys in costumes doing all the moves for Mortal Kombat, and then they scaled the images down. That is a smart idea I think. I might try that.
Title: NBA 68K
Post by: DJ Omnimaga on September 07, 2007, 06:09:00 pm
which I cant wait for %)rolleyes2.gif
Title: NBA 68K
Post by: Madskillz on September 08, 2007, 05:16:00 pm
well here is some I worked on a bit today.

user posted image
I think all of them are ok except for perhaps the text in the pistons, any thoughts on that?


There are also a bunch that we can keep that you did, I dont think these ones need to be touched at all:
-Houston Rockets
-Heat
-the suns just need a little touch up and it will be good as is.
-same with the Mavericks.

I will finish up a good majority of the other logos probably tomorrow after work and then on tuesday night I think I can have them all done.
Title: NBA 68K
Post by: DJ Omnimaga on September 08, 2007, 05:57:00 pm
Nice job madskillz :)smile.gif
Title: NBA 68K
Post by: Halifax on September 08, 2007, 06:13:00 pm
Geez dude don't give me a heart attack. Yes I agree I don't particularly care for the Pistons one, but the Memphis one looks simply amazing, and the same for the Pacers one.

Yeah I do like how the rockets one turned out. But thanks a lot man you are really helping out! You definitely have mad pixel art skills! :thumb:thumb.gif

EDIT: I like the basketball for the Pistons though. Keep that.

EDIT2: Can you also touch up Los Angeles Clippers, if that isn't too much work, please.
Title: NBA 68K
Post by: Halifax on September 08, 2007, 08:15:00 pm
Okay here is an attempt at a hand made court. Just a start[WIP].

user posted image

So any comments??

Also haha last night I had a dream about getting a cease-and-desist from the NBA because NBA 68K used player likeliness without a license. o.oblink.gif I hope that doesn't really happen lol.
Title: NBA 68K
Post by: DJ Omnimaga on September 09, 2007, 12:29:00 am
Look nice so far halifax :)smile.gif

And about cease and desist letter did u saw MaxCoderz 2005 april fools joke about Metroid? That scared the hell outta me because back then I was also working on a Metroid game and had a full Zelda released. I hope it doesn't happen though because it did with Tenniskid493 when he worked on Golden Sun: The Chosen One back in 2005 (he had to rename all his char and change the name to The Chosen One).
Title: NBA 68K
Post by: Halifax on September 09, 2007, 11:10:00 am
If I do get a cease-and-desist, then I think I will cancel NBA 68K, because that would force me to change all names, logos, player pics, and things like that. The game just wouldn't be fun anymore if I had to do that. :(sad.gif
Title: NBA 68K
Post by: Speler on September 09, 2007, 11:43:00 am
You could make your own characters that look identical and just have minor name spelling changes.
Title: NBA 68K
Post by: DJ Omnimaga on September 09, 2007, 11:54:00 am
dont worry for this now though, I doubt they really are aware about calc games and even if they do maybe they wont care because I doubt they scan ticalc archives every week to check for copyright violations here. If the companies did this at least 70% of the ticalc archive would be purged
Title: NBA 68K
Post by: Halifax on September 09, 2007, 01:56:00 pm
Alright here is the full court with a center circle. Now the only thing that I have to add is a 3 point line, 2 more markings, a crowd, and then just some little details.

user posted image

EDIT: Oh yeah and then I have to add a 3 second violation arc, and the rim.
Title: NBA 68K
Post by: DJ Omnimaga on September 09, 2007, 03:43:00 pm
wow nice, but I really cant wait to see how it will look on calc ;)wink.gif
Title: NBA 68K
Post by: Halifax on September 10, 2007, 09:22:00 am
Haha yeah, I think it will look fine. All the dimensions up there are correct for the height. The width can be variable since it will be scrolling though. I guess I could put together a screenshot of that after I finish it.
Title: NBA 68K
Post by: Liazon on September 10, 2007, 11:15:00 am
stuff looks much more clear in b/w
Title: NBA 68K
Post by: Halifax on September 10, 2007, 12:10:00 pm
I agree, Although I don't know that could just be the anti-aliasing that I did.

Compare for yourself ;)wink.gif .

Court(All anti-aliasing taken out):
user posted image
Title: NBA 68K
Post by: Madskillz on September 10, 2007, 04:55:00 pm
It might take me a bit longer to get all of the logos finished. I am pretty busy this week, but I can say I got 2 more done since the last ones you have seen. I will probably get 2-3 more done tonight b4 I go to bed.

Man there are a whole lot of teams on here! :)smile.gif
Title: NBA 68K
Post by: DJ Omnimaga on September 10, 2007, 05:45:00 pm
yeah, practically as much as NHL/NFL
Title: NBA 68K
Post by: Madskillz on September 12, 2007, 11:43:00 am
Well i got 10 done. I redid the text on the pistons.
Title: NBA 68K
Post by: Halifax on September 13, 2007, 08:26:00 am
MadSkillz: Wow your a real help! Thanks man. You can have as much time as you want to finish them. I just need them before I release the game, but I can put placeholders in for now. I think I'm going to start up on NBA 68K programming this weekend, and then finish up the court.
Title: NBA 68K
Post by: DJ Omnimaga on September 13, 2007, 12:10:00 pm
w00t! Awesome! I can't wait to see this in action when you got some coding done ^^
Title: NBA 68K
Post by: Liazon on September 13, 2007, 12:25:00 pm
ya, even w/ anti aliasing off, it looks pretty sharp.  it does lack some depth, so maybe the stuff in the background should have gs, if you're still using gs.
Title: NBA 68K
Post by: Halifax on September 13, 2007, 01:59:00 pm
I am still using gs. The crowd and sidelines will be gs, and the rim will too. I don't know if the court will be though, we will see once we get some player sprites onto it.
Title: NBA 68K
Post by: DJ Omnimaga on September 13, 2007, 02:32:00 pm
will you post the team logos that were done last time you posted any? I am curious about how Toronto raptors turned out (*cough* I guess i want to see because it's the only canadian team in the NBA *cough*)
Title: NBA 68K
Post by: Madskillz on September 18, 2007, 04:15:00 pm
I have gotten 14 done. I changed the timberwolves to a full wolf image like memphis...it was virtually unrecognizable, I may have to do this with some others...I hope it isn't too big a deal.

I will do a few more then show you guys so you can judge how they are going so far.

edit: Well here is 16 of them any comments are welcome!

user posted image

Oh I know the bucks look like a smiling deer, that may need some touching up.
Title: NBA 68K
Post by: Liazon on September 19, 2007, 03:03:00 pm
nice!

though something's odd w/ the p in pistons.  Everything else seems pretty consistent.

the lakers ball looks a bit flat on ones isde.

ya, nice work Madskillz!  :)smile.gif
Title: NBA 68K
Post by: Halifax on September 20, 2007, 08:57:00 am
MAJOR UPDATE: The season play mode will be stripped from NBA 68K, for further plans with it.

If you want career or season play, then you will have to wait until after the NBA 68K release. I can't disclose many details, but rumors have it a NBA 68K: The Life will be coming. :)smile.gif
Title: NBA 68K
Post by: Liazon on September 20, 2007, 11:14:00 am
hmm.... will it be like an RPG or fantasy sports?
Title: NBA 68K
Post by: DJ Omnimaga on September 20, 2007, 12:08:00 pm
o.oblink.gif two planned games? Cool!
Title: NBA 68K
Post by: Halifax on September 20, 2007, 01:55:00 pm
Remember it is just a rumor. ;)wink.gif

Liazon: Have you ever played NBA 07: The Life or NBA 08: The Life vol. 2?? It is basically all just a career mode, with stats keeping, and many other aspects that are undisclosed currently.

Thing is. You will have to choose between one or the other. :/confused.gif
Season was striped because it just simply wouldn't fit, and I think it is right for now.
Title: NBA 68K
Post by: DJ Omnimaga on September 20, 2007, 05:15:00 pm
I see what you mean now :)smile.gif
Title: NBA 68K
Post by: DJ Omnimaga on September 23, 2007, 07:24:00 pm
Seems like last update is missing from here (altough it isn't really a program update, more ideas) I found this on TI-FW while browsing

Halifax:
user posted image
ATG:
user posted image

I think ATG version would fit pretty well :)smile.gif
Title: NBA 68K
Post by: Halifax on September 24, 2007, 08:28:00 am
o.oblink.gif Oh my freaking God! I think I threw up when I saw ATG's title screen!!!

(and yes it was missing because I had to get off the computer, and finish my homework)
Title: NBA 68K
Post by: DJ Omnimaga on September 24, 2007, 09:08:00 am
It is against Omnimaga rules to do homework











j/k :Dbiggrin.gif

don't do like I did in 2002-2003 and program 10 hours per day (meaning 70 hours a week) instead of doing homework (altough I did half of them during classes when teacher was talking lol) and 3 years later be burned out cuz you spent all your ideas on 5-60 calc games :paf:tripaf.gif

I see lol, I figured you didn't saw ATG screenshot yet so I posted it here in case you see it first, I'm glad you're still alive tho :Ptongue.gif

btw yours was nice too, but I prefer the one ATG made because there was more stuff in it ^^
Title: NBA 68K
Post by: Halifax on September 24, 2007, 12:29:00 pm
Yeah, I wanted to put a basketball in, but didn't know how to. Plus I haven't yet found out how to use GIMP to do strictly 4 level grayscale even with filters and things, but eh I am not complaining with his either.

I bet you will flip out when you see the final title screen :Ptongue.gif , it will most definitely not be static, that's for sure.

EDIT: Sadly it has come to my knowledge that his basketball is not 4 level grayscale either.
Title: NBA 68K
Post by: DJ Omnimaga on September 24, 2007, 12:35:00 pm
odd didnt noticed at first, will it be easy to convert?
Title: NBA 68K
Post by: Halifax on September 24, 2007, 12:44:00 pm
Not really, he used 16 color grayscale :/confused.gif , but we will see how the outcome looks. I will try to get it converted tonight.
Title: NBA 68K
Post by: DJ Omnimaga on September 24, 2007, 12:45:00 pm
ok, I cant wait to see your final result :)smile.gif
Title: NBA 68K
Post by: DJ Omnimaga on September 24, 2007, 05:55:00 pm
I gave it a try, but this version doesn't have dithering, I may try to make a dithered one but i can't guarantee it will works well  
Title: NBA 68K
Post by: Halifax on September 24, 2007, 11:28:00 pm
DJ_Omnimaga: Perfect, thanks, you are making my job easier since I didn't have time last night. That looks fine, no need for dithering.
Title: NBA 68K
Post by: DJ Omnimaga on September 25, 2007, 02:20:00 am
glad you like it! :Dbiggrin.gif
Title: NBA 68K
Post by: Halifax on September 25, 2007, 08:56:00 am
Coding has commenced on NBA 68K

Just curious, because after I finished these vector algorithms I realized I suck at 68K ASM. :Ptongue.gif So can anyone spot any optimizations on this?

c1-->
CODE
ec1
vec2w vec2w_new(u16 x, u16 y)
{
 
Title: NBA 68K
Post by: DJ Omnimaga on September 25, 2007, 09:02:00 am
wow 68k asm looks so different than z80 asm. Glad to see coding started tho ^^
Title: NBA 68K
Post by: Liazon on September 25, 2007, 12:51:00 pm
indeed, afaik, a lot more instructions, and all registers are basically and functionally the same.

which also means room for insane optimizing.
Title: NBA 68K
Post by: Halifax on September 25, 2007, 02:37:00 pm
Yeah, that is one thing I love about the 68K. Plus it is just as easy, if not easier, to write assembly for the 68K as with the z80.
Title: NBA 68K
Post by: DJ Omnimaga on September 25, 2007, 02:52:00 pm
i didnt liked how every z80 line of code seemed like number junk or acronyms  
Title: NBA 68K
Post by: bfr on September 25, 2007, 03:01:00 pm
Cool.

Using the inline assembler seems to be annoying, having to have a tab preceding each instruction and a "\n" after each instruction.  Also, what does the instruction "mulu" do?  I've never seen that before.  o.oblink.gif
Title: NBA 68K
Post by: Liazon on September 26, 2007, 10:31:00 am
QuoteBegin-DJ Omnimaga+25 Sep, 2007, 20:52-->
QUOTE (DJ Omnimaga @ 25 Sep, 2007, 20:52)
i didnt liked how every z80 line of code seemed like number junk or acronyms  

 actually, i think that's how most assembly usually is.

but the way he's writing it it out now is pseudo-C-ish.  He's writing functions w/ inline ASM.  The inputs are simply which registers stuff gets loaded into before the subroutine/function runs.  All he needs to do is manipulate the register and return a value... I think.
Title: NBA 68K
Post by: DJ Omnimaga on September 26, 2007, 11:36:00 am
ah i see, his way is more readable tho
Title: NBA 68K
Post by: Halifax on September 26, 2007, 01:15:00 pm
Hmm I actually wouldn't say my way is more readable than z80.

@bfr: mulu stands for MUltipLy Unsigned which is the conjugate to muls

@Liazon: Basically, except nothing is inserted around my code because I follow standards. d0,d1,d2,a0,a1 are all throw away registers which means that you should never count on those registers ever being saved. If I didn't follow the standards, then yeah it would probably generate some push's and pop's (move)

Either way I could have just put those into '.s' files and included them in the build, but I like inline assembly better because it is easier to maintain.
Title: NBA 68K
Post by: DJ Omnimaga on September 26, 2007, 01:33:00 pm
well i mean the instructions aren't two letters long, liek z80 asm. I still cant remember by heart what each one means. It's like if BASIC was like this:

CH
DP "Hello
PA "Press Enter
CH
WH 1
GK->Z
IF Z=45
TH
ST
End
....etc...

instead of the current form

Clearhome
Display "Hello
Pause "Press Enter
Clearhome
While 1
Getkey->Z
If Z=45
Then
Stop
End
....etc...
Title: NBA 68K
Post by: Halifax on September 26, 2007, 03:19:00 pm
Haha. Yeah I know what you mean, but I like z80 assembly compared to PS3 SPU assembly like:

mpyhhau
shlqbybi

:)smile.gif

The first person to figure out what those two instructions mean for PS3 SPU Assembly will be one of a limited few to receive the NBA 68K demo. ;)wink.gif

So be the first!(The information is readily available on the Internet. You just need to know the right place to look.)
Title: NBA 68K
Post by: DJ Omnimaga on September 26, 2007, 04:15:00 pm
I assume PS3 asm is japaneese? O_Oshocked2.gif
Title: NBA 68K
Post by: Liazon on September 26, 2007, 06:14:00 pm
http://train.psp3d.com/downloads/PS3/PDFs/CBE/SPU_assembly_language_v13.pdf

QUOTE
mpyhhau rt, ra, rb
Multiply high high unsigned and add. The unsigned 16 most significant bits
of the word elements of registers ra and rb are multiplied, and the 32-bit
products are then added to the corresponding word elements of register
rt, and the sums are placed in register rt.


QuoteBegin
-->
QUOTE
shlqbybi rt, ra, rb
Shift left quadword by bytes from bit shift count. The contents of register ra
are shifted left by the number of bytes specified by bits 24 to 28 of word
element 0 of register rb. The result is placed in register rt.


Why instructions have to be so esoteric is a wonder.  Oh well.  Didn't see any registers so I guess it's more like:

ra*rb + rt -> rt
ra*2^rb -> rt

which ends up being ra*2^rb -> rt anyways.

@xlibman:  I wonder if you could change the instructions by changing the table file the assembler uses.  At the very least, I think it'd be neat if you could simply use #define to change everything.  But ya 68k and x86sem to be more straight forward in terms of naming.  Except i don't think i remember what lea, if that's an instruction stands for.

Regardless, I think the z80 ASM community has come a long way for sure :)smile.gif
Title: NBA 68K
Post by: Halifax on September 27, 2007, 08:29:00 am
No PS3 assembly isn't in japenesse since it is based off of PowerPC instructions. But yes I love 68K, x86, and PowerPC assembly.

@Liazon: Great job! You will be one of the lucky few to recieve the NBA 68K beta.(More contests to come) And yes 'lea' is an instruction which stands for 'Load Effective Address'

P.S. Yes you can simply change the name of the instruction in the table file(.tab)

Basically Liazon those are all just defines, and you could do it that way although it may increase your compile time by like .0001 seconds :Ptongue.gif It won't be that much slower because defines are second-level to assembler instructions which means it searches assembly instructions first, and then defines. It does this all with binary search too(This is based off of SPASM source)
Title: NBA 68K
Post by: Liazon on September 27, 2007, 11:10:00 am
thought so.  maybe we could help xlibman learn ASM by writing him a custom table file with longer instruction names and modify ASMin28 to have the longer names ^^

although i like ASM the way it is, I have to agree with xlibman that most of the time, the code part is not very wide at all.  it's just short 2-4 letter instructions with 1-2 character arguments, with some occasionally large label names.  and with SPASM, you could use local labels and then it gets even shorter.  data is usually large arrays that are pretty wide.

lol, now i see why the PS3 instructions have those names:
mpyhhau
Multiply high high add unsigned


shlqbybi
Shift left quadword by bytes from bit shift count
Title: NBA 68K
Post by: Halifax on September 27, 2007, 01:55:00 pm
Yeah. I really like RISC instructions, even though they can get lengthly, because they do specialized things, and are very descriptive.

Hey we could do that. We should write a custom Table file!
Title: NBA 68K
Post by: DJ Omnimaga on September 27, 2007, 03:47:00 pm
wow those acronyms arent obvious x.x
Title: NBA 68K
Post by: Halifax on September 29, 2007, 05:35:00 pm
Alright back for another contest.

Answer the following question:

Assuming that 4D people are real. Could a 3D being lock up a safe ,with the craziest technology ever, and put chains around, and every thing else, with money inside. And then could a 4D person put its "hand" inside the safe without ever touching any of the security, or even the walls of the safe, and steal the money in the safe?
Title: NBA 68K
Post by: Ranman on September 30, 2007, 12:55:00 pm
What constitutes a 4D person?
Title: NBA 68K
Post by: DJ Omnimaga on September 30, 2007, 01:02:00 pm
i am curious about it too. I don't even know what is 4th dimension x.x
Title: NBA 68K
Post by: Radical Pi on September 30, 2007, 01:38:00 pm
QuoteBegin-Halifax+30 Sep, 2007, 4:35-->
QUOTE (Halifax @ 30 Sep, 2007, 4:35)
Alright back for another contest.

Answer the following question:

Assuming that 4D people are real. Could a 3D being lock up a safe ,with the craziest technology ever, and put chains around, and every thing else, with money inside. And then could a 4D person put its "hand" inside the safe without ever touching any of the security, or even the walls of the safe, and steal the money in the safe?  

 Answer: Yes.

Too bad I don't have a 68K calc :rolleyes:rolleyes.gif
Title: NBA 68K
Post by: Halifax on September 30, 2007, 03:17:00 pm
Radical_Pi: Very nice, and can you explain how you came to this conclusion? You can choose to hand over your privilege over to someone else. (You will receive a beta though if you do obtain an 89 though before the time the beta is handed out)
Title: NBA 68K
Post by: Madskillz on September 30, 2007, 04:32:00 pm
what if I can explain it...though I don't have an 89 either...heh
Title: NBA 68K
Post by: Halifax on October 01, 2007, 07:59:00 am
Madskillz: Well he already won. :(sad.gif One more contest will be directed here though.

Also sorry DJ_Omnimaga, and Ranman for not seeing your posts.(It didn't show up as unread)

Here is the explanation:

Dimensions are based on perpendiculars and although the 4th dimension has not been discovered it can be easily attributed to other things. For example a 2 dimensional world has two axes that expand on forever to make a plane.

Now the 3rd dimension just adds a perpendicular axis to this 2nd dimension which means to get to the 1st dimension you would have to go through the 2nd.

So think of it this way the 4th dimension is perpendicular to the 3rd dimension. ;)wink.gif That is hard to think about, and impossible to draw since we can only see, write, and think in the 3rd dimension.

Onto the answer to my question about the safe. First know this:

4th dimension is to the 3rd dimension as the 3rd dimension is to the 2nd dimension

Now with that in mind. How would we take money out of a 2 dimensional person's safe. Well the safe could only look like this(with money "="):

+---+
+==+
+---+

So now how can you take the money out of that locked safe up there? Well just pull it out perpendicularly to the 2D guy's world, and he won't even notice it is gone! Locks and all. :)smile.gif

(END)

Ranman: To answer your question. We do not know what constitutes a 4D person, but it is thought that if a 4D person were to walk through this dimension we would only see spheres hanging in the air. Just as a 2D person would only see slices(lines) of a 3D person walking through its dimension.
Title: NBA 68K
Post by: DJ Omnimaga on October 01, 2007, 08:10:00 am
hmm interesting, I was confused a bit at first though, but it clears things up a bit for me
Title: NBA 68K
Post by: Liazon on October 01, 2007, 10:11:00 am
it's also a common explanation for how hyperdrive works.  the 4th dimension is supposedly shorter than all the others in scifi.
Title: NBA 68K
Post by: Madskillz on October 15, 2007, 11:30:00 am
Sorry it has been so long since I update you guys on the graphics. As you probably know I am making a lot of these free hand so it is taking a bit longer than expected...plus I am pretty busy with school and work.

Anyways I am getting close to having them all wrapped up logo wise.
Here are is the current line up: (There on the far right)
user posted image

I got about 6-7 left to do, I think. Feedback is always welcome. I am gonna push to get these done this week. Sprite work will start probably about a week after I finish the logos, but I gotta get some of my z80 projects updated so it may not be until november sometime. What were the sizes on the character sprites again?
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 11:42:00 am
I hope Halifax didn't ditched this O_Oshocked2.gif because last time I talked to him on IRC he said he diddn't but he seems more into computer C programming now, and usually when it happens (from experience in the community) the person ditch calcs :Swacko.gif

I hope he comes back on this project though. Maybe he was just waiting for the logo sprites

This is awesome sprites Madskillz, nice job on them, but don't make the toronto one last one in your todo list else I will murder all non canadians on this forum tomorrow :gotosucks:goto.gif

j/k :Ptongue.gif
Title: NBA 68K
Post by: JonimusPrime on October 15, 2007, 11:44:00 am
Hey hold on there Just because they stink doesn't mean he'll do them last. j/k :Ptongue.gif
Title: NBA 68K
Post by: Speler on October 15, 2007, 11:52:00 am
Great job Madskillz, those sprites are very well done.
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 11:54:00 am
mhmmm maxcoderz? It's madskillz and he's from Revsoft :Ptongue.gif
Title: NBA 68K
Post by: Speler on October 15, 2007, 11:58:00 am
Shh... I didn't just make that mistake...
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 11:58:00 am
I don't understand what you mean super_speler
Title: NBA 68K
Post by: TIfanx1999 on October 15, 2007, 12:17:00 pm
You know, it's kind of funny that the original game ran on 3.58 MHZ Z80, although I would assume that the game gear had some sort of gpu to supplement the cpu.
Title: NBA 68K
Post by: Speler on October 15, 2007, 12:17:00 pm
DJ_Omnimaga, I agree... what mistake am I referring to?
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 12:26:00 pm
you're confusing me even mroe, could you stop being so criptical and confusing in your posts? Else I am gonna delete all of those, thanks
Title: NBA 68K
Post by: JonimusPrime on October 15, 2007, 01:04:00 pm
Hes jokingly denying his mistake don't worry about it DJ.
Title: NBA 68K
Post by: Halifax on October 15, 2007, 01:11:00 pm
QuoteBegin-art_of_camelot+15 Oct, 2007, 18:17-->
QUOTE (art_of_camelot @ 15 Oct, 2007, 18:17)
You know, it's kind of funny that the original game ran on 3.58 MHZ Z80, although I would assume that the game gear had some sort of gpu to supplement the cpu.  

 Yes it had a "GPU" that was more like just hardware aided graphics helpers and stuff. Such as memory to keep the sprites, and a memory mapped LCD plus other things that are more suited for games. Also it had a bigger resolution than the TI 83+.
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 02:49:00 pm
what is a GPU and what does it do and what does it make it different than a CPU? (since acronyms looks almost similar)

and halifax i think you missed madskillz sprites and the rest of the posts before the one you quoted x.x
Title: NBA 68K
Post by: Liazon on October 15, 2007, 02:55:00 pm
like an Nvidia 8800 Ultra is a Graphics Processing Unit.  or an ATI Radeon HD 2900XT ^^  wish I had something in this range on my comp.

in this context, we're kinda generalizing the use of the acronym GPU to include non-graphics card graphics hardware.  In many ways, the game gear operates like the NDS/GBA/GBC/GB.  A separate piece of hardware reads certain areas of dedicated RAM and displays graphics accordingly, without the CPU needing to do anything.
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 02:58:00 pm
ah ok, so i would assume a 6 MHz calc is slower at drawing stuff than a 3 MHz console/handled because it have no GPU or a very crappy one, right?
Title: NBA 68K
Post by: Liazon on October 15, 2007, 03:05:00 pm
basically.  the problem with our calc is that we have to send data to the screen 1 byte at a time for 768 bytes.  And iirc, we need to spend about 70 cycles on each byte.  Doing the math, that's a lot of wasted time waiting to send one byte to the screen 768 times.

This isn't too bad on 86 or 89 because their screens automatically read a special part of RAM and the screen reflects the data there.  So those calcs don't waste all that time waiting for the screen to update correctly.  You can simply spend 4 cycles rewriting one byte to change one pixel.  On 83+/84+, you have to spend at least 70 cycles to change one pixel because the info has to be sent to the calc.

Keep in mind too that handhelds have built in color/gs, so the sprite data is all you need to set a color.  no messed up 2 layer thing for 4 level gs.  and no switching layers every other frame to create gs.  the screen has it already :)smile.gif
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 03:15:00 pm
true that. I wonder why no 3D games were made for the old gameboy and gameboy colors though, like Doom and Wolfeinstein
Title: NBA 68K
Post by: Liazon on October 15, 2007, 03:28:00 pm
because the hardware prior to DS was designed for sprites only.  Built in 3D rendering hardware wasn't introduced until DS, which iirc supports either OpenGL or DirectX (or maybe neither and I'm just confused).

To make a raycaster w/ the stripped processor would have been hard because you would have to render every pixel at 30 fps, which is not a lot of time.  By the time you finish redoing every pixel, a second might have already gone by.  Not to mention that the hardware updates at a rate of 60 fps, which means you have horrible artifacts.

I know someone on GBAdev.org was working on a GBA raycaster, which looked feasible.

with the DS, you program as if it were 3D on a comp, so it really doesn't matter as much anymore.  Although you can only have one screen be 3D, not both, since the hardware was designed to only 3Dize one screen at a time.  Although I think it'd be cool to get 3D on the other screen using the processor.  Maybe you could get the ARM7 to work in parallel and update the second screen.  I'm not sure, but that might be cool.  Although one 3D screen works out pretty fine :)smile.gif
Title: NBA 68K
Post by: DJ Omnimaga on October 15, 2007, 03:36:00 pm
well GBA must support some 3D because there is Doom 1 and 2 for it
Title: NBA 68K
Post by: TIfanx1999 on October 15, 2007, 03:42:00 pm
Well put Liazon, doubt i could've explained it better myself :)smile.gif. Game gear screen res. was 160x146, Gameboy was 160x144, the TI-89's  is 160x100 and the Ti 83 family's res.(for comparison) is 96x 64
Title: NBA 68K
Post by: Ranman on October 15, 2007, 03:47:00 pm
Yep... Without built-in 3D support, you need raw CPU horsepower along with as many "shortcuts" (aka look up tables and fixed point arithmetic) as you can muster.
Title: NBA 68K
Post by: TIfanx1999 on October 15, 2007, 03:57:00 pm
Doubt it would be very fast or pretty either. :knight:knight3.gif
Title: NBA 68K
Post by: Madskillz on October 15, 2007, 04:09:00 pm
sorry, but the hardest ones to do are going to be the raptors and the mavericks, I think. So those will probably be last.

Speaking of Doom II for the GBA, did you all know that that is like a rare game I guess. Heh, I knew it was tough to find in stores around me...i have a mint complete with box and instruction GBA doom 2 sitting around here. My advice is to keep it, it will only be worth more if you have it! :)smile.gif
Title: NBA 68K
Post by: Liazon on October 16, 2007, 01:05:00 pm
didn't even realize Doom2 was made for GBA.  who knew.  

too bad raycasting = no pointing up and down.
Title: NBA 68K
Post by: Halifax on October 16, 2007, 01:42:00 pm
QuoteBegin-DJ Omnimaga+15 Oct, 2007, 20:49-->
QUOTE (DJ Omnimaga @ 15 Oct, 2007, 20:49)
what is a GPU and what does it do and what does it make it different than a CPU? (since acronyms looks almost similar)

and halifax i think you missed madskillz sprites and the rest of the posts before the one you quoted x.x  

 No I didn't miss his sprites. I have talked to him in private about matters with the sprites(nothing bad ;)wink.gif all good)

And yes basically a GPU is no different from a CPU except that it is meant to take the load off of the CPU, and it is multicore. This is why the CELL is generally compared to being a GPU. Speaking of that, check out this cool link. *Halifax
Title: NBA 68K
Post by: DJ Omnimaga on October 16, 2007, 02:23:00 pm
ah ok for a second i was afraid you were gonna ditch NBA 68k too o.oblink.gif I am really looking forward for this ^^
Title: NBA 68K
Post by: Halifax on October 16, 2007, 02:34:00 pm
No I am not going to ditch this. I am currently just waiting for sprites. A lot has been written down, so I am pretty much ready to jump into this.
Title: NBA 68K
Post by: DJ Omnimaga on October 16, 2007, 02:39:00 pm
^.^ glad to hear

Now get to work!

(We need whips here...)


j/k I'm not that evil :Ptongue.gif