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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Jon on March 25, 2007, 03:53:00 pm

Title: Donkey Kong
Post by: Jon on March 25, 2007, 03:53:00 pm
Ok, I'm working with papersnowman on a new project now, donkey kong.  It will be a tilemapped side-scroller.  I have written the scrolling engine so far.  It masks the tilemapped foreground on top of a rotating background.  I will later release the engine so it can be used by anyone.

user posted image
PS: Pardon the choppyness of the SS, calccapture is just hateful like that :/confused.gif
EDIT: I've timed the engine to about 500,000 CC's per frame, giving it a framerate of about 12. This isn't too bad, but I'll definitely come back to it, making optimizations wherever I can.
Title: Donkey Kong
Post by: necro on March 25, 2007, 04:48:00 pm
donkey kong arcade, donkey kong gb, donkey kong country, which one?  (there are lots)
Title: Donkey Kong
Post by: Jon on March 25, 2007, 04:50:00 pm
Sorry, my bad.  The Donkey Kong Country (SNES) level-set, but the B&W look of Donkey Kong Land (GB)
Title: Donkey Kong
Post by: necro on March 25, 2007, 10:58:00 pm
yay for donkey kong country...hope to see explosive barrels and hidden bananas.  I can make sprites if you need...
Title: Donkey Kong
Post by: graywolf on March 26, 2007, 10:43:00 am
I remember playing that on my GameBoy. Sounds awesome and the scrolling is nice  :)smile.gif . Are you drawing the sprites?
Title: Donkey Kong
Post by: Liazon on March 26, 2007, 10:45:00 am
Sounds good.  Glad to see you back!
Title: Donkey Kong
Post by: Jon on March 26, 2007, 06:45:00 pm
Ok, I got a bit of an update, but it's not much.  I converted to an app, because I don't believe in forcing someone to run 10k programs 0.0 .  Also, I have made a few platform tiles, including slopes.  I also have a better rendition of the rotating background thing I talked about earlier.  It is a bit choppier now, because I had to use PTI instead of VTI, since this is an app, but you can still see what's goin' on.  Hope you guys like it! :)smile.gif

user posted image

Special thanks to DWEdit, since I'm using his bubble splash screen. :angel:ange.gif
Title: Donkey Kong
Post by: graywolf on March 27, 2007, 11:50:00 am
It looks great! The text becomes blurred, but I guess it's the tiles that matter.
Title: Donkey Kong
Post by: Liazon on March 27, 2007, 12:25:00 pm
Well, it is an animated screen shot from an emu.

This may or may not help, but in PTI, if you open up the debugger interface, you'll see in the bottom left an area that says LCD Physics.  Tweaking the percentages might help reduce the blur, but unfortunately, the rate that PTI takes frame for .gifs is fixed iirc.
Title: Donkey Kong
Post by: bfr on March 27, 2007, 12:34:00 pm
Nice screenshots!  

This looks like it will end up being really awesome.  :)smile.gif
Title: Donkey Kong
Post by: Jon on March 27, 2007, 01:51:00 pm
To Liazon: i didn't use pti's screen capture, pti takes really small pics. This is calccapture screening pti.

Update: I've made some optimizations, and cut the routine down to 450,000 CC's giving it a framerate of about 13 fps.  The speed increase is a bit noticable in this pic.

user posted image
Title: Donkey Kong
Post by: josephmarin on April 23, 2007, 09:52:00 pm
Wow, very nice. I hope to be entertained for hours with this ^_^ The screenshots are looking nice, too.  
Title: Donkey Kong
Post by: Halifax on April 24, 2007, 08:36:00 am
What is your routine to measure FPS.
Title: Donkey Kong
Post by: bfr on April 24, 2007, 10:36:00 am
Cool.  I guess I notice a *slight* speed difference.
Title: Donkey Kong
Post by: Jon on April 24, 2007, 11:39:00 am
Halifax: 6 million divided by 450,000
Title: Donkey Kong
Post by: Halifax on April 24, 2007, 01:09:00 pm
Yeah yeah but I mean how do you setup it up. Do you use the crystal timers or the interrupt to find out when you have hit 6 million cycles??

EDIT: Oh wait nevermind this is a non-input routine so I got it. But if you were to measure the FPS of an input program do you have a routine for that?
Title: Donkey Kong
Post by: Jon on April 24, 2007, 01:59:00 pm
Each instruction takes a certain number of CCs. Just add 'em up.
Title: Donkey Kong
Post by: Halifax on April 24, 2007, 02:33:00 pm
Yeah I realized that but what about when you have a user input based program unlike the sidescrolling tilemap. There are nested updates and dependencies and things and zI was just wondering if you have made an FPS timer for that yet. if not its fine I will just make my own.
Title: Donkey Kong
Post by: Jon on April 24, 2007, 03:09:00 pm
Naw, I haven't sorry.