Author Topic: Pokemon TI  (Read 40020 times)

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Offline Builderboy

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Re: Pokemon TI
« Reply #60 on: September 28, 2010, 08:23:58 pm »
Its looking great :D I notice the screen take a while to refresh, and it like does a scanline as it renders the next screen.  Is this intentional?  Since i think it can be removed with clever use of updating buffers.

Offline meishe91

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Re: Pokemon TI
« Reply #61 on: September 28, 2010, 08:25:19 pm »
Very cool :) Sounds a lot better but ya, I agree with Z. It lags horribly when you get moving to much.
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Offline FinaleTI

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Re: Pokemon TI
« Reply #62 on: September 28, 2010, 08:45:54 pm »
I can't seem to hear the music lagging, but that might have to do with the scanline problem as well, because the DispGraphrr is in the interrupt now to increase quality. The scanline thing is because before each row is drawn, the interrupt is turned off, then turned on once the row is finished. I'll have to see about getting around that.


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Offline shmibs

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Re: Pokemon TI
« Reply #63 on: September 28, 2010, 09:47:43 pm »
couldnt you use a var that is set before scrolling and reset afterwards so that the interrupt skips over the dispgraphrr command when it's set? it wouldnt speed things up, but it might even it out at least

i love the sound, by the way!

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #64 on: September 28, 2010, 11:59:39 pm »
This is very nice :D
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Offline Builderboy

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Re: Pokemon TI
« Reply #65 on: September 29, 2010, 01:10:15 am »
Have you tested to see how well the greyscale looks without using interupts?  That might be a pain free method of removing the scanlines.  Or you could just disable them before the entire screen and then re enable them only after everything has been drawn maybe?

Offline calc84maniac

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Re: Pokemon TI
« Reply #66 on: September 29, 2010, 02:00:59 am »
Or you could just disable them before the entire screen and then re enable them only after everything has been drawn maybe?
That could work if there was one screen update per interrupt, but there is probably a counter. So during the time that the interrupts are disabled, it will miss some counts.
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Offline FinaleTI

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Re: Pokemon TI
« Reply #67 on: September 29, 2010, 06:30:02 am »
How's this look?


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My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

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My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

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Offline Builderboy

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Re: Pokemon TI
« Reply #68 on: September 29, 2010, 11:24:13 am »
Looks much better, although it still isnt updating all at once is it?  Still, great improvement fro  my view :)

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #69 on: September 29, 2010, 01:07:53 pm »
Seems good but I still notice flickering during scrolling. That said, pretty much every scrolling grayscale engine I saw before flickers during scrolling x.x. It seems kinda inevitable on the 83+/84+ LCD :(
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Offline FinaleTI

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Re: Pokemon TI
« Reply #70 on: September 29, 2010, 02:46:17 pm »
The flickering is probably a by-product of the horrible LCD, but while standing still the grey is almost perfect.

@Builderboy: It still doesn't update all at once, instead it updates every two rows. It's much less noticeable, on-calc or emulated, and once I fix the music lag, then I think I can call this pretty much done.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Pokemon TI
« Reply #71 on: September 29, 2010, 02:48:16 pm »
Sometimes it looks much better on-calc too. Wabbitemu can give us a good idea of how good gs will look like on-calc but it is not 100% perfect. Good luck on fixing the music lag :)
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Offline FinaleTI

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Re: Pokemon TI
« Reply #72 on: September 30, 2010, 06:09:51 pm »
Still working on the music lag, but I did manage to have it draw a black tile whenever part of the map is out of bounds.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline meishe91

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Re: Pokemon TI
« Reply #73 on: September 30, 2010, 07:00:48 pm »
That's looking really cool :) Great job.
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Re: Pokemon TI
« Reply #74 on: September 30, 2010, 07:01:54 pm »
Nice!