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Alien Breed 5 Episode III: Impact

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JamesV:

--- Quote from: pimathbrainiac on December 21, 2015, 10:40:26 am ---Great work as always! Can't wait to see what comes out of this? Are you planning to release a tutorial/the source for your mono-to-color method at some point?

--- End quote ---
Certainly the code and details and implementation will be released - it's actually quite simple. The tiles/sprites are just drawn to a 768 byte buffer as they would be on the non-colour calcs, then it's just a special routine to scale this up either x2 or x3 as it simultaneously writes it to LCD memory.


--- Quote from: c4ooo on December 21, 2015, 10:50:58 am ---Do you use parctial redraw? Because different screen sizes run at different speeds, it seems to me you are not
Anyhow, this is cool
This reminds me i need to start working on my mincraft port to the CE

--- End quote ---
Partial redraw? I'm only writing as much data to the LCD as required each frame, which is either 3072 bytes (192*128/8) for the x2 zoom or 6912 bytes (288*192/8) for the x3 zoom (remembering that the LCD is in 1bpp mode to resemble the non-colour calcs). Or does the 84+CE have some kind of interlacing method like the CSE that I've missed in the documentation?


--- Quote from: Art_of_camelot on December 21, 2015, 12:37:31 pm ---Hey James, this is pretty awesome. Honestly, it doesn't look too bad at 3x resolution speed wise. I wonder what the bottle neck is though since the processor is a lot faster?

--- End quote ---
The bottle neck is probably just my inefficient routine that I put together in a rush :P

After sleeping on it, I came up with a different method this morning for copying & scaling the video buffer more efficiently. I only had a chance to test it on the 3x zoom (288x192 resolution) and it was running at pretty much the same frame rate as the 83+/84+ non CE version. I'll try it later on 2x zoom as well and see how fast it gets, but at a rough calculation it should be about 30% faster than the 83+/84+ non CE frame rate.

Either way, it's certainly workable :)

TIfanx1999:
Awesome, I'm glad to hear you were able to get a nice speed boost. :D

JamesV:

Today I've finished off (for the time being) the new level event scripting that will feature in Episode III: Impact (and Episodes I & II will be patched to the new format as well). The new format gives me more power to add multiple triggers & events during a level. In the below screenshot there are a few examples:


1. After a certain amount of time passes, an in-level text block is displayed, and the darkness filter is enabled.
2. When the player walks up to the computer, another text is displayed and the darkness filter is disabled.
3. Bosses are no longer triggered by a single tile - an area is set (can be any rectangular shape up to 32x32 tiles in size) that triggers a boss (technically there could be multiple bosses in a level now), and in this case also modifies two tiles in the level to seal off the room (previously this was locked to modify one tile when a boss fight started, and one more tile when a boss fight finished).
4. When the boss is killed, multiple tiles are modified to open various paths out of the room, the countdown sequence is triggered, and the level is flagged as being ready for completion.


Triggers & commands can be used in various combinations to create various events so that I can add more depth to the new levels.





Now that this is done, I'm going to attempt to start adapting the code and applying the new LCD routines to make it compatible with the TI-84+CE :)

JamesV:

With some assistance from MateoConLechuga, the 3x scaling/drawing routine is now running substantially faster on the TI-84+CE. Thanks Mateo!

TIfanx1999:
Hey James, those new features sound awesome! :D Also nice to hear that @MateoConLechuga was able to lend you a hand. Great work guys! Maybe you can add a splash of colour now?  ;D

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