Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: thepenguin77 on August 11, 2010, 05:29:41 pm

Title: Star Fox
Post by: thepenguin77 on August 11, 2010, 05:29:41 pm
For all you googlers out there. Here's the newest screenshot:
(http://img.removedfromgame.com/imgs/0-starfox%20best.gif)
And here's (http://ourl.ca/6640/298750) the post containing the newest version.



Stop reading. Watch the screenshot VV


That's right, 4 level grayscale, polygon 3d Star Fox. I've only been working on it for about a week so it still has a long way to go, but it's still awsome.

A few days ago, I searched polygon 3d graphics on google, once I got the general idea for how they are stored in memory, I made a wire frame program. I realized how easy it actually was because I had a 3d cube on my calculator in about two hours, so then I thought, star fox? To make this work, it had to be grayscale because without it, you couldn't see anything. To accommodate this, I changed the screen to 48 by 48. Then after a long while of creating an arbitrary triangle and a quadrilateral drawer. I had 3d graphics.

Every thing in the game is super easy to change, I can add new objects, change the level, and make the enemies better. Right now, the enemies suck, but that's because they were the most recent addition.

Here are some general specs on the game:
48x48 screen
60 hz 4 level grayscale
The rest of the screen is updated at 7.5 hz.
Gameplay is held at 15 fps for now.
Each "tile" is 48x48
The tilemap is 9*12. (deeper than wide)

If anyone hates my sprites, I'll gladly accept new ones. Even new enemies that I haven't created yet. Just watch star fox snes on youtube. I'm a programmer, not a spriter.

I'll keep posting progress as it comes.
Title: Re: Star Fox
Post by: tloz128 on August 11, 2010, 05:34:31 pm
 :o
WOAH! That's awesome! Can't wait to see how this turns out!  ;)
(don't forget about barrel rolls  :P)
Title: Re: Star Fox
Post by: calcdude84se on August 11, 2010, 05:37:22 pm
That looks awesome :)
I am not a spriter either. :P
How hard would it be to make the screen larger (64*64 or full-screen) while keeping good speed?
Title: Re: Star Fox
Post by: FinaleTI on August 11, 2010, 05:45:05 pm
Me wants! Looks awesome! I made something that was based off Starfox with xLib a while ago, but it was really bad and I lost the source.
:o
WOAH! That's awesome! Can't wait to see how this turns out!  ;)
(don't forget about barrel rolls  :P)
You also have to try a somersault! ;D
Title: Re: Star Fox
Post by: thepenguin77 on August 11, 2010, 05:48:20 pm
I don't think I can go any bigger.

Grayscale wise:

48*48 = 18% cpu
64*64 = 31% cpu
96*64 = 47% cpu

Then drawing the triangle and quads takes most of the processing time, so if those had to do more, it might really slow down. It's already running at about 90%. And I still have to add more enemies and more objects.

But, in the end, if I can, I'll bump it up to 64*64.

:o
WOAH! That's awesome! Can't wait to see how this turns out!  ;)
(don't forget about barrel rolls  :P)
I'd never forget the barrel roll. That's part of why I put the screen at the top instead of centered. This way there's room for "Do a barrel roll!"
Title: Re: Star Fox
Post by: yunhua98 on August 11, 2010, 05:51:27 pm
This is epic, I've seen quite a few 3d calc games, but in all of them, you were on foot, this is genius!
now if we could only get the calc to multitask so we could play the starfox theme for calcmod while we play...  ;D
Title: Re: Star Fox
Post by: Raylin on August 11, 2010, 05:52:58 pm
Holy crap! How did you make this? o.o

Straight up ASM or Axe?
Title: Re: Star Fox
Post by: yunhua98 on August 11, 2010, 05:54:40 pm
If Axe could get raycasting 3d like that, Quigbo will be hailed as a legend!  So, that'll be the next milestone!  ;)
not to mention the greyscale with it.  ;D

EDIT:  fail, I wasn't thinking at all. :P
Title: Re: Star Fox
Post by: willrandship on August 11, 2010, 05:55:56 pm
What about having a 2 calc setup? One sends a message over the usb port to start the music when it starts the level, the other plays it through a link port speaker!

That's not raycasting......*drool*

Something to help poeple ignore the small screen space is a really fancy HUD. it helps a lot to see purpose in the bars of white.

Edit: Oh, it is raycasting! doesn't look like it to me, but still awesome!

Edit2: Wait, I'm confused.....
Title: Re: Star Fox
Post by: thepenguin77 on August 11, 2010, 06:00:25 pm
It's straight ASM. I don't program calcs with anything else.

If Axe could get raycasting like that, Quigbo will be hailed as a legend!  So, that'll be the next milestone!  ;)
not to mention the greyscale with it.  ;D
I was waiting for this. This isn't raycasting. The way you can tell is because the objects don't have to be vertical. I could make whatever tile I want. I could even make a dolphin if I felt like it.

Something to help poeple ignore the small screen space is a really fancy HUD. it helps a lot to see purpose in the bars of white

That's exactly what I was thinking. If I make some awesome background picture, people won't notice at first that the game is 48*48. But in all honesty, 48*48 is a lot better resolution than I originally thought.
Title: Re: Star Fox
Post by: tloz128 on August 11, 2010, 06:01:50 pm
You could have incoming transmissions from Peppy at the bottom  ;D (not Slippy :P)
Title: Re: Star Fox
Post by: meishe91 on August 11, 2010, 06:35:56 pm
That is really epic! Looks great. Someone should get to work on a killer dolphin/lobster sprite for him to put in! :P
Title: Re: Star Fox
Post by: Hot_Dog on August 11, 2010, 06:56:51 pm
/me  is speechless
Title: Re: Star Fox
Post by: TIfanx1999 on August 11, 2010, 07:00:01 pm
Holy Fuck that looks awesome! I'm REALLY diggin this dude! :D :D :D
Title: Re: Star Fox
Post by: Hot_Dog on August 11, 2010, 07:10:57 pm
Btw, are you thinking about using all that black space at the bottom for text and stuff?
Title: Re: Star Fox
Post by: Magic Banana on August 11, 2010, 07:24:16 pm
"Incoming enemy from the rear! Drop altitude!" /random quote

That's just amazing! Sprites you say? If you tell us the dimensions for each of the sprites (in 4grayscale I'm assuming), I'm sure someone could make a couple.  ;)
Title: Re: Star Fox
Post by: {AP} on August 11, 2010, 07:41:18 pm
Quote
Btw, are you thinking about using all that black space at the bottom for text and stuff?
Quote
You could have incoming transmissions from Peppy at the bottom

I'm not some sort of mind reader or genius or anything... but
I'd never forget the barrel roll. That's part of why I put the screen at the top instead of centered. This way there's room for "Do a barrel roll!"

So... yes. I can say with confidence that the bottom will contain dialogue at some point in gameplay.
Title: Re: Star Fox
Post by: Quigibo on August 11, 2010, 08:32:37 pm
Whoa this is really neat!  I'm definitely looking forward to the final version.  Is it 15MHz only I assume?
Title: Re: Star Fox
Post by: thepenguin77 on August 11, 2010, 08:36:20 pm
I basically will use the blackspace for HUD stuff. So the bottom middle will be incoming messages. Left and right will be health, and lives and such.

Sprite size? I really don't have any limits as long as it looks normal. The ship is like 19 pixels wide currently, so anything will do. When it does a barrel roll, it will be like 15*15 at one point, so I really don't care what size they are. The enemies can be whatever size also, they just preferably need to have a close pic and a far pic. The close one is about 12 wide and the far one is about 8. 4 level grayscale, but you have to use white carefully as it is the background color, for now at least.

Also, black and white characters would be cool, I know at least I'll need peppy. Some cool design to fill up the blackspace will eventually be needed too.

Yes, only 15MHz. If I did this in 6MHz I would be the z80 god.
Title: Re: Star Fox
Post by: Magic Banana on August 11, 2010, 09:22:38 pm
Well, here's what I got. The ship's total width and height is 21, but I think it looks better at that size. I also made a gif for them in action. I tried to keep the sprites needed to a minimum, but I think I might make one more to smooth it out.

That being said, DO A BARREL ROLL!
Title: Re: Star Fox
Post by: TIfanx1999 on August 11, 2010, 09:28:28 pm
If the size works, that looks REALLY nice Magic Banana.
Title: Re: Star Fox
Post by: tloz128 on August 11, 2010, 09:50:51 pm
This is Peppy. All systems go.
Title: Re: Star Fox
Post by: Magic Banana on August 11, 2010, 09:51:33 pm
Ok, here are the revised sprites, making the roll smoother. Gif in a minute.

EDIT: Modified the sprites a bit so that they are more in-line and don't 'tumble' as much when rollin'.

EDIT2: Another edit to the sprites, plus spacing because that white space gets confusing.
Also, "USE BOMBS WISELY!"
Title: Re: Star Fox
Post by: calc84maniac on August 11, 2010, 09:53:14 pm
This is Peppy. All systems go.
I think he was asking for black-and-white sprites for the characters (because only that 48x48 window of the screen has grayscale applied to it)
Title: Re: Star Fox
Post by: tloz128 on August 11, 2010, 09:59:58 pm
here, how about this then?
Title: Re: Star Fox
Post by: thepenguin77 on August 11, 2010, 10:08:51 pm
Wow, are you guys just that good at spriting that you can draw that stuff? Those look amazing. As soon as I get my pic converter working again, (I had to add in a masking byte), I'll definitely have it doing barrel rolls.
Title: Re: Star Fox
Post by: shmibs on August 11, 2010, 10:33:10 pm
DUDE!
HOLY CRAPPZ!!
this is the most exciting thing ive seen all week

do you think you could write out a brieg guide to making polygon 3d(not specific to any language, but just a basic guideline which can be applied to any)
Title: Re: Star Fox
Post by: thepenguin77 on August 11, 2010, 10:53:25 pm
I don't know how to rotate, but head on is pretty simple. The general gist is that you take the verteces, convert them to screen coordinates, and then draw in shapes to connect them.

Just to make a standard, if you are looking parallel to the ground, x increases to your right, y increases as you get lower, and z increases as you walk forward. When I say differences, I am talking about it's value, subtract your own. So its at 5 you're at 2. 5-2= 3 difference.

First, you have to figure out you base length. Which comes from half your screen length/tan(half field of view). So in my case, 48/2 / tan(60/2 = 42 base length. This is the only part that I got from tutorials.

Second, you take your base unit and divide it by the Z difference of the point you are mapping. This will tell you how many standard units it is away, and therefore how big it is. If it is one away, it is normal size. Two away, 1/2 size. 3 away, 1/3 size, and so on.

Then you take it's size ratio and multiply its x and y difference by the ratio. In this step, you might have negative differences, so just be aware of that.

Finally, add half the width or height of the screen to the x and y to get your screen coordinates.

The rest comes from drawing polygons that connect these points on screen.

Now an example.

Point is 120 away, 50 to the right, and 30 above. Screen is 48*48.

48/2 / tan(60/2 = 42 base unit.
42/120 = .35 actual size
50*.35 = 18 relative pixels right
-35*.35 = -11 relative units down
(18+(48/2), -11+(48/2))
(42, 13)
Title: Re: Star Fox
Post by: shmibs on August 11, 2010, 10:58:16 pm
cool thanks!
yeah, rotation is where i always got stuck with this stuff
Title: Re: Star Fox
Post by: willrandship on August 11, 2010, 11:05:08 pm
I just have my sis design my sprites. Heck, I can't even draw worth a darn unless I'm going by another picture, then it ends up looking like it was drawn by an 8-year-old.

She hates spriting, though, so she draws it on a coordinate grid on paper and I convert it for her.
Title: Re: Star Fox
Post by: DJ Omnimaga on August 12, 2010, 12:23:45 am
Wow I just saw this and was shocked at how similar it is to the SNES version! Nice job TP77! As for the screen size, I don't really mind, because in the original, game was not even full screen anyway. Only one suggestion, though: I think the ship should move a little slower, else it might be hard to control. It would be nice if it was tilted in the direction it was moving. Maybe use the sprites posted above.

Good luck on this project
Title: Re: Star Fox
Post by: Builderboy on August 12, 2010, 12:29:45 am
This is astounding!  The quality and speed of this is incredible!  Are you using ZSorting?  How are you dealing with the depth sorting problem? 
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 12:40:31 am
This is astounding!  The quality and speed of this is incredible!  Are you using ZSorting?  How are you dealing with the depth sorting problem? 

Ehh... I'm not. I just try to layer it so that it looks nice. If I can figure out a fast way to do it, I will, but currently I draw: tile map, enemies, bullets, ship. For the most part, everything is usually in this order. The problem I see with massive sorting is that I would have to make some big buffer that keeps track of everything to be written the the screen polygon or sprite. And then sort through it. I could do it, I just don't know if it would kill my speed.

Part of the reason this runs so fast is because I use shortcuts like this.
Title: Re: Star Fox
Post by: Builderboy on August 12, 2010, 12:43:58 am
Ah gotcha, that sounds like an excellent shortcut :) And with so few colors, i imagine it wont even be noticed, or if it is, it will be very small.
Title: Re: Star Fox
Post by: bwang on August 12, 2010, 03:28:18 am
Wow...O.O
And they said this was impossible...
I can't wait for it to get finished!
Title: Re: Star Fox
Post by: Silver Shadow on August 12, 2010, 04:18:56 am
O.O

That is simply... breathtaking!/me hands out a giant box full of penguin cookies.
Title: Re: Star Fox
Post by: tr1p1ea on August 12, 2010, 08:11:44 am
Oh yeah thats the stuff, simply amazing :).
Title: Re: Star Fox
Post by: matthias1992 on August 12, 2010, 08:38:46 am
Looks very good! How many poly's/quad's can it handle? And I suppose there is no lighting (would be a overkill i think)?
Anyway, great job on this so far!
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 10:52:47 am
I'm not exactly sure how many it can handle. Space wise, it could do in the thousands. But as far as speed, I would imagine at 7 or 8 tiles of 4 polygons each you would notice slow downs. But I haven't tried it yet.

No lighting. I will now talk about another shortcut related to that. I store all the vertices in a table xyz. Then I have a table right after it which defines all the polygons. They each say what vertices they use, what color they are, and what side they are viewable from. So for instance:

tDarkQuad(dLeft, 0, 3, 7, 4)

I'm not even going to step through it. But what's important is that the shape is only drawn if the screen's x coordinate is left of vertex 0.
Title: Re: Star Fox
Post by: Iambian on August 12, 2010, 11:02:27 am
Spoiler For Spoiler:
I think we've gone so far past the whole "A graphing calculator is for math!" argument, we've left it lost forever. Like a mother-in-law you keep away. Far, far away. In a desert where the cacti may prey upon their tortured souls. And where you're in a nice, cool house someplace on the other side of the world. Yeah. That argument of a mother-in-law is so far out of sight, and out of mind, why are we even making references to it? Why can't it die in the desert like you wanted her? I mean, it's why you dumped it from the plane into the Sahara desert to begin with. I mean the sandy parts, so it'll live for a little bit. You want nothing to do with that abomination and you wish you had never heard of it to begin with. Graphing calculators, for math? What kind of rubbish have you never heard of?

Erh. What I mean to say is... great job with the Starfox game. Haven't seen anything that pushed the limits of what the calc can do since calc84's mode 7 engine and (his? I dunno) that 8 level grayscale Chip's Challenge game.

I wish you luck with this game.
Title: Re: Star Fox
Post by: Hot_Dog on August 12, 2010, 01:14:56 pm
I remember that someone had an idea for a 3D non-raycasting engine, but it never got off the ground.  The fact that there exists something 3D for the Ti-83+ that isn't "raycasting" is amazing.
Title: Re: Star Fox
Post by: matthias1992 on August 12, 2010, 02:58:24 pm
I'm not exactly sure how many it can handle. Space wise, it could do in the thousands. But as far as speed, I would imagine at 7 or 8 tiles of 4 polygons each you would notice slow downs. But I haven't tried it yet.

No lighting. I will now talk about another shortcut related to that. I store all the vertices in a table xyz. Then I have a table right after it which defines all the polygons. They each say what vertices they use, what color they are, and what side they are viewable from. So for instance:

tDarkQuad(dLeft, 0, 3, 7, 4)

I'm not even going to step through it. But what's important is that the shape is only drawn if the screen's x coordinate is left of vertex 0.
Thanks for the info. Sorry if I offend you by what I am going to say next but couldn't you better use dithering instead of grayscale and let it take up the whole screen? Altough a clear side effect would be that you can't have custom sized sprites...(well you can but it's slightly slower I guess). Don't get me wrong. I like greyscale, I was just wondering if it would be practical/faster.
Title: Re: Star Fox
Post by: calcdude84se on August 12, 2010, 03:00:17 pm
It doesn't look near as good :P
Interesting idea, though.
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 03:58:43 pm
Spoiler For Spoiler:
I think we've gone so far past the whole "A graphing calculator is for math!" argument, we've left it lost forever. Like a mother-in-law you keep away. Far, far away. In a desert where the cacti may prey upon their tortured souls. And where you're in a nice, cool house someplace on the other side of the world. Yeah. That argument of a mother-in-law is so far out of sight, and out of mind, why are we even making references to it? Why can't it die in the desert like you wanted her? I mean, it's why you dumped it from the plane into the Sahara desert to begin with. I mean the sandy parts, so it'll live for a little bit. You want nothing to do with that abomination and you wish you had never heard of it to begin with. Graphing calculators, for math? What kind of rubbish have you never heard of?

Um... Thanks Iambian. lol

Thanks for the info. Sorry if I offend you by what I am going to say next but couldn't you better use dithering instead of grayscale and let it take up the whole screen? Altough a clear side effect would be that you can't have custom sized sprites...(well you can but it's slightly slower I guess). Don't get me wrong. I like greyscale, I was just wondering if it would be practical/faster.

I don't care if people offer suggestions. Someone might make the game twice as fast :)  I'm not exactly sure what you mean by dithering, but if you mean mostly one color with speckles of the other. Then the way I draw the polygons would make that way slower. I can only draw solid colored shapes.


Now for the update. I have included Magic Banana's and tloz's sprites to create the barrel roll. Since all 24 sprites for the barrel roll were going to be 4,536 bytes, I only included 6 and rotate the rest out when the program starts.

I also had to write my own vPutS routine because the OS one disables interrupts for a second. But no worries, it searches the os for the letter sprites, it doesn't keep the entire set in the program.
Title: Re: Star Fox
Post by: calcdude84se on August 12, 2010, 04:02:54 pm
I think he means, instead of having greyscale, have it in black and white but with a texture that approximates the grey.
Title: Re: Star Fox
Post by: SirCmpwn on August 12, 2010, 04:03:10 pm
This is still pretty darn cool.
However, I'm wondering if vPutS or vPutC disables interrupts, becuase you can make a very small vPutS routine that uses vPutC.
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 04:11:41 pm
I think he means, instead of having greyscale, have it in black and white but with a texture that approximates the grey.

Well if that's it, I can't do it. That would probably be slower than grayscale.

vPutMap disables interrupts because it can write to the screen. TI wasn't smart enough to only disable interrupts if in fact it actually does write to the screen.
Title: Re: Star Fox
Post by: SirCmpwn on August 12, 2010, 04:13:13 pm
Ah, that makes sense.
Title: Re: Star Fox
Post by: Magic Banana on August 12, 2010, 08:46:41 pm
Alright, here's some more sprites. This is the up and down sprites in two degrees with the neutral sprite in the middle for reference.

Also, nice screenshot, but the barrel roll seems to go a little ... slow. The turning looks good though. I'm wondering, are you going to have two degrees of turning or just keep it at one?

Oh yeah, do you want me to make diagonal direction sprites for when they are going up/down and right/left at the same time or is this fine?

One more thing, are you able to enlarge/shrink the sprites or do I have to make more for the boosting/braking?
Title: Re: Star Fox
Post by: shmibs on August 12, 2010, 09:02:59 pm
definitely add diagonals. it wouldn't feel right without them.
oh, and thanks for the help last night mr penguin. i successfully created an arbitrary wireframe polygon drawer in chem class today =D
how do you go about filling sides with a solid colour?
Title: Re: Star Fox
Post by: tloz128 on August 12, 2010, 09:14:37 pm

Now for the update. I have included Magic Banana's and tloz's sprites to create the barrel roll. Since all 24 sprites for the barrel roll were going to be 4,536 bytes, I only included 6 and rotate the rest out when the program starts.

I also had to write my own vPutS routine because the OS one disables interrupts for a second. But no worries, it searches the os for the letter sprites, it doesn't keep the entire set in the program.
(http://www.omnimaga.org/index.php?action=dlattach;topic=4043.0;attach=2765;image)
Looks awesome! :D

btw I just made a sprite for that annoying toad (you know who I'm talking about :P)
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 09:43:57 pm
@Magic banana
    Those look great. Diagonals will probably be needed too. I'll add in the 2 degrees of turning also. With all these great directional sprites, I'm going to have to start working on angled shots. That will be interesting. Also, I suck at sprites, I forgot about braking/boosting, but I guess you'll have to resize those too.

@shmibs
     Making the wireframe is the easy part. Filling them in is where it gets really hard. You basically need grayscale to do make it look right. But here's how I did it. First you make a buffer the size of your screen Y * 2 * corners. So mine is a static 48 * 2 * 4 = 384 bytes. Then you draw data lines connecting your corners if your shape. These data lines are defined by a farthest left and farthest right in each row. So if its a vertical line, its min and max are the same number. If its horizontal, its min is its start and max is its end. And for diagonals you do the same thing, just for each row you find min and max. Then once you have your lines drawn, you step through each row, find the lowest min and highest max, and shade the area in between. I can't imagine doing this fast in anything but asm though.

@tloz
    I'll make sure to include that sketchy character that your talking about. I've heard his name somewhere...
Title: Re: Star Fox
Post by: shmibs on August 12, 2010, 10:32:37 pm
yeah, there's no way i could do anything with gray(unless i finally convince myself to look at asm again). im thinking mebbe filling the entire shape and then inverting the visible portion of the frame like so:
(http://img.removedfromgame.com/imgs/1281666515-invbox.bmp)
was this something you tried that didnt work?

oh, and sorry for drawing your thread offtopic. i wont post anymore of this stuff here :P
thanks for the help, and keep up the awesome work!
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 10:34:56 pm
That would work. I forgot about edge lines. I used to use them, but then I realized with grayscale they weren't needed.
Title: Re: Star Fox
Post by: Magic Banana on August 12, 2010, 10:47:17 pm
Alright, quick question before I possibly make too many/few sprites. For the turning, do you want two degrees for each degree of height or just the two degrees for simply up and down? Here's the template that I am going to fill. Would you rather I have sprites for each degree of the up/down sprites or just two degrees of turning for up and down?

Basically, do you want 4 or 8 sprites for all the up/down turning? (the template here is for 8 )
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 10:51:13 pm
If you fill that whole template, this will be the coolest looking game ever.  :)

Yes, I'll need all of those directions. I'll mirror over the other set on-calc. I really must thank you for all of these sprites, I'll have to make a credits page in the game and get your name in there.

200th post. Yay
Title: Re: Star Fox
Post by: tloz128 on August 12, 2010, 11:10:30 pm
here's one for Fox
Title: Re: Star Fox
Post by: thepenguin77 on August 12, 2010, 11:14:06 pm
That's so awesome. I like getting new sprites from you because they are so easy to add. Just convert/copy/paste. Whereas the ships sprites take a bit of work to get right. Oh well, they're both needed.

You'll definitely be on that credits page too.
Title: Re: Star Fox
Post by: tloz128 on August 12, 2010, 11:29:59 pm
That's so awesome. I like getting new sprites from you because they are so easy to add. Just convert/copy/paste. Whereas the ships sprites take a bit of work to get right. Oh well, they're both needed.

You'll definitely be on that credits page too.
thanks ;D
Title: Re: Star Fox
Post by: willrandship on August 12, 2010, 11:32:29 pm
Man, I can't wait for an actual game release based on this.
Title: Re: Star Fox
Post by: Magic Banana on August 12, 2010, 11:35:21 pm
Whew, finished! I'm gonna go take a break now. Enjoy!  ;D
Title: Re: Star Fox
Post by: willrandship on August 12, 2010, 11:36:27 pm
NICE!!!!you sprite amazingly.
Title: Re: Star Fox
Post by: thepenguin77 on August 13, 2010, 01:06:31 pm
Those sprites look so good, they look even better when they flow together. With these newest additions, all I can say is wow.

On another note, I'm going to have to start, clipping all these sprites. I left in all the white space just to make it easier, but now they take up 3,969 bytes in the program, and 9,261 bytes unpacked on calc. I've used up 14kb of the extra ram page. So that's next on my agenda.

Here's the latest if anyone wants to give it a go.

Edit:
    Jk, I use 15kb of extra ram.
Title: Re: Star Fox
Post by: Hot_Dog on August 13, 2010, 01:09:45 pm
Awesome man!  Especially the characters!  I assume you still have to do Falco?
Title: Re: Star Fox
Post by: tloz128 on August 13, 2010, 01:53:32 pm
wow those arwing sprites look awesome!  8)
btw tp77 do you think that you will be able to fit it into a program or you will make it into an app?
also here's a sprite for falco

Title: Re: Star Fox
Post by: Hot_Dog on August 13, 2010, 02:02:55 pm
Quote
also here's a sprite for falco

And it's a beauty!
Title: Re: Star Fox
Post by: thepenguin77 on August 13, 2010, 02:10:49 pm
Very nice Falco.

I am going to try as hard as I can to keep this in mirage. I use a lot of self modifying code so it would get ugly if I tried to go with an app. Plus, apps aren't as convenient as programs to the average user.

I have a few tricks to make space when I run out. The first is to compress all of the pictures, the only downside to this is that when I uncompress them, I'm going to have to put them somewhere. So when I run out of my 16k of extra ram, I'm going to figure out how to archive 8000h-9D95h. It'll be tough, but that's an extra 7.5kb. Plus I can make a temporary appVar for another ~6kb. If things get really out of hand, I may even try to archive the VAT, but there are so many things you have to watch for when you do that.
Title: Re: Star Fox
Post by: tloz128 on August 13, 2010, 04:07:15 pm
Quote
also here's a sprite for falco

And it's a beauty!
thanks! :D

@thepenguin77
so with the amount of memory you have left, how many levels would you say there could plausibly be in the game, and would there be bosses?

Title: Re: Star Fox
Post by: thepenguin77 on August 13, 2010, 04:47:44 pm
Bosses will be scary and hacky, but I'll definitely have them.

Levels are as many as I can make. They really don't take much space. The little demo I've been showing is only like 100 bytes. If all else fails, I can make a separate file that is all data. Then I would just import the current level, run it, and when it's done, grab the next one.
Title: Re: Star Fox
Post by: Magic Banana on August 13, 2010, 06:17:46 pm
Glad to see that everyone likes them.  ;)

@thepenguin77
For the braking sprites, How do you want me to do them? If I just to it normally, they are going to be bigger than the normal size of 21, unless you can still work them in, then I guess it would be fine. Now as for the Boosting sprites, How shall I handle those? Will the Arwing level out whenever the boost is used (due to having only one set of sprites for boosting), or should I just make a 'boost' sprite to put over whatever the Arwing is currently doing? If you were able to resize sprites than this would be a lot easier.

Oh, one more thing, do you plan on implementing the 'first person mode' where it zooms into the cockpit?
Title: Re: Star Fox
Post by: thepenguin77 on August 13, 2010, 06:44:08 pm
For boosting / breaking I only need one sprite. I don't see any reason to waste the resources for sprites that would only be used 1/1000th of the time. Like, what are the chances that a person would be pressing up and right while breaking. Besides, for boosting, it is going so fast that realistically it would level out anyways. I guess it's ok if the braking sprite is bigger than 21. I don't really see any other way of doing it.

I'll probably eventually do first person, but I think that would be easier to do with polygons rather than sprites. Or I could skip the whole animation part.
Title: Re: Star Fox
Post by: yunhua98 on August 13, 2010, 06:47:04 pm
are you going to use all the characters in the game?
And for the bosses, do you want people from the Star Wolf team or something?
Title: Re: Star Fox
Post by: thepenguin77 on August 13, 2010, 06:55:48 pm
I've never really played starfox so I'm not sure. I'm pretty much going by the SNES version, and I think most of those bosses are just random things. But if the character is in the SNES one, go for it. For instance, I definitely could not do the battles where you have to shoot down another ship, that would require an entirely different engine.
Title: Re: Star Fox
Post by: yunhua98 on August 13, 2010, 07:00:15 pm
well, I might as well just make stuff and you choose whether you're going to use it or not.  :P

here's Andross, the main antagonist:
Title: Re: Star Fox
Post by: tloz128 on August 13, 2010, 07:07:54 pm
^^i'll do the same as yunhua

quick question- in star fox 64 there is a robot named "rob64," who helps you in training mode and gives you items throughout the game. what do you think of a rob-ti character for this game?
Title: Re: Star Fox
Post by: Hot_Dog on August 13, 2010, 07:14:09 pm
^^i'll do the same as yunhua

quick question- in star fox 64 there is a robot named "rob64," who helps you in training mode and gives you items throughout the game. what do you think of a rob-ti character for this game?

Imo a training mode would be a help if it doesn't require space.  There are people (including myself) who hate using simple .txt files for help.
Title: Re: Star Fox
Post by: yunhua98 on August 13, 2010, 07:18:23 pm
yeah, same here, I like trial and error.  ;)
here's Wolf from the Star Wolf Team.
Title: Re: Star Fox
Post by: Magic Banana on August 13, 2010, 07:18:46 pm
Ok, here is the other stuff. The top left corner has boosting sprites 1 and 2, the top right has braking sprites 1 and 2, each with a size of 25 and 29 respectively, and at the bottom I've got a 48x48 cockpit in case you want to use it.
Title: Re: Star Fox
Post by: Iambian on August 13, 2010, 07:19:03 pm
If you need to free up some good RAM, I manage to do this with the CaDan and E:SoR project. Gets me from $8000 to $8EFF. Code is supplied below.

Code: [Select]
IOMemAddress:
.dw $843F-6
.dw 57+6
.dw $84BF
.dw 73
.dw $8588
.dw 356
.dw $89EC
.dw 78
.dw $8C4D
.dw $8F00-$8C4D

IOSaveLoad:
 ld ix,IOMemAddress
 ld hl,appbackupscreen+(767-(564-6))  ;reading address
 ld a,4
 call IOSaveLoad1
 ld hl,plotsscreen+(767-691)
 ld a,1
IOSaveLoad1:
 ld e,(ix+0)  ;write to address
 ld d,(ix+1)
 ld bc,4
 add ix,bc
 ld c,(ix-2)
 ld b,(ix-1)
 bit 0,(iy+0)  ;if not zero
 jr nz,$+8     ;Jump to WRITE out to memory locations
 ex de,hl
 ldir
 ex de,hl
 jr $+4
 ldir
 dec a
 jr nz,IOSaveLoad1
 ret
To rearrange memory to save into plotsscreen and appbackupscreen, do the following:

To save: res 0,(iy+0) \ call IOSaveLoad
To restore: set 0,(iy+0) \ call IOSaveLoad

At the end of this, you have about 209 bytes left starting at appbackupscreen. You have about 76 bytes left at the start of plotsscreen. You lose all the other saferam areas in this conversion.

I hope this helps.

Needless to say, you should not be using the TI-OS after you perform this operation and to refrain from using it until you put all the memory back together. While I may not know what happens should you disregard that warning, I think it would be best to follow it. If it helps, I place my screen buffers at the start of $8000 for some serious memory alignage.
Title: Re: Star Fox
Post by: Hot_Dog on August 13, 2010, 07:25:26 pm
Magic Banana, excellent work!  You too, yunhua98!

ThePenguin, don't forget to mention these two in the credits 8)
Title: Re: Star Fox
Post by: yunhua98 on August 13, 2010, 07:38:37 pm
Thanks, Hot_Dog.
Here's the Wolfen, You could use it to accompany the Wolf portrait or whatever you want.  :P  But I made it to be a boss.
It's 4-level greyscale, as a side-note, though you can probably figure that out yourself.  ;)
Title: Re: Star Fox
Post by: tloz128 on August 13, 2010, 07:54:39 pm
I just made a sprite for Pigma and Leon (though I don't think they're from the snes game :P. You could use them as bosses somewhere).
Title: Re: Star Fox
Post by: Magic Banana on August 13, 2010, 08:06:10 pm
Well, I got bored, and I do love making mockups, so I figured "Eh, sure why not" and made one for Starfox. Just some food for thought. ;D
Title: Re: Star Fox
Post by: thepenguin77 on August 13, 2010, 08:17:43 pm
Magic Banana, that is so good. I wasn't going to use a cockpit picture, but with that I really have no choice. First thing I did was throw it in paint and blow it up. My friend just made me think of something. I can't change the angle of viewing, that would require lots more code. So I need to have just the reticle move, not the whole screen.

Iambian, I'll see if I can get that working when I need the ram. I managed to free up about 8kb. And I also have my screen aligned to 4000h.

tloz, I'll try to include those guys in the game, I'll find a place.

yunhua, I'll try to use those, though you should maybe shade them as they are kind of hard to recognize.
Title: Re: Star Fox
Post by: Magic Banana on August 13, 2010, 08:58:14 pm
"Can't let you do that, Starfox!"

But anyways, yeah, made the transmission sprites. Plus I added another Peppy sprite so they can do their little chitchat thing in the box. Feel free to edit it or whatever.  ;)

Oh yeah, that empty box was just so that I can have a nice rectangle.

EDIT: Actually, if you wanted 'real' static, you can probably just draw the boxes and then fill them with garble by drawing random parts of RAM.
Title: Re: Star Fox
Post by: Raylin on August 13, 2010, 09:13:56 pm
^ WIN!
Title: Re: Star Fox
Post by: tloz128 on August 13, 2010, 09:37:29 pm
Seeing how Magic Banana animated the Peppy sprite (which looked AWESOME, btw  ;D), I thought that I should make a second sprite for my other sprites to animate them.
Title: Re: Star Fox
Post by: Hot_Dog on August 13, 2010, 09:42:14 pm
As always, those are all sweet sprites!  I am so looking forward to this game!
Title: Re: Star Fox
Post by: TIfanx1999 on August 13, 2010, 09:43:11 pm
My god, this just keeps looking more awesome every time I check on it. Great work everyone!
Title: Re: Star Fox
Post by: Madskillz on August 13, 2010, 10:56:34 pm
Wow I just got caught up on the 6 pages of goodness and I'm impressed.

tloz128 and magic those sprites are fantastic. And penguin what you've done looks amazing. Keep it up I cant wait to see this all come together. In fact I might just fire up my snes and take star fox for a ride tonight.
Title: Re: Star Fox
Post by: thepenguin77 on August 14, 2010, 12:30:58 am
Those are some nice talking sprites. Darn, this is the first character sprite addition that will require code tweaking.

This is going to be an awesome looking, and huge game. I'll definitely have to compress all the pics when I'm done.
Title: Re: Star Fox
Post by: Builderboy on August 14, 2010, 01:08:01 am
This is some of the most impressive and *fast* work ive seen in a while!  Keep it up! :D Looking awesome!
Title: Re: Star Fox
Post by: Silver Shadow on August 14, 2010, 03:41:32 am
So much awesome sprites!
The game will be absolutely epic!
Title: Re: Star Fox
Post by: bwang on August 14, 2010, 03:58:26 am
This is so beautiful it makes me cry!
/me goes off and hides
Silver Shadow, your post makes me cry to, because I just lost :(
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 09:23:43 am
seeing as how yunhua made a sprite for wolf, i decided that i would give it a try as well. here's what i came up with
Title: Re: Star Fox
Post by: Hot_Dog on August 14, 2010, 09:50:52 am
That's a great wolf one, Tloz!  I have never played star fox to the fullest, but the sprite bears close resemblance to Star Wolf on Super Smash Bros. brawl, if I do say so myself
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 09:54:00 am
That's a great wolf one, Tloz!  I have never played star fox to the fullest, but the sprite bears close resemblance to Star Wolf on Super Smash Bros. brawl, if I do say so myself
thanks! I've actually been modeling the sprites after the ones from the n64 game (my favorite star fox ;D)
Title: Re: Star Fox
Post by: yunhua98 on August 14, 2010, 09:54:07 am
Nice!  I was never really great at shading or dithering.  :P  I usually just drew the lines I saw, unless it's greyscale.
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 09:55:56 am
Nice!  I was never really great at shading or dithering.  :P  I usually just drew the lines I saw, unless it's greyscale.
i really think that the ship you made for wolf looks awesome, though :D
Title: Re: Star Fox
Post by: yunhua98 on August 14, 2010, 10:06:36 am
Nice!  I was never really great at shading or dithering.  :P  I usually just drew the lines I saw, unless it's greyscale.
i really think that the ship you made for wolf looks awesome, though :D
Thanks, but well, its greyscale, I can shade with out worries.  ;)

Here's my animated wolf with shading.  (the shading is kind of a fail.  :P)
(http://www.iaza.com/work/100815C/wolf27717533462-iaza.gif)

EDIT:  here's one for Andross.  It's *much* better than I expected it to be.  ;D
(http://www.iaza.com/work/100815C/andross29930795098-iaza.gif)

EDIT2:  Has anyone done Krystal?
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 10:19:39 am
Has anyone done Krystal?

I don't know if we'd want to have Krystal, since she's from the newer Star Fox games and this is based off the snes one. (so no, nobody has made one yet :P)
also, nice job on the Andross sprite! :D
Title: Re: Star Fox
Post by: yunhua98 on August 14, 2010, 10:42:23 am
thanks,
here is my version of ROB-TI
(http://www.iaza.com/work/100815C/robti8658253585-iaza.gif)

EDIT:  I'm really stupid, I forgot to upload the frames.   :-[
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 11:01:17 am
nice rob-ti!
btw I hope you don't mind if I make some of the same sprites you do. I'm just making whatever sprites I can :P
here's one for andross I made
Title: Re: Star Fox
Post by: Silver Shadow on August 14, 2010, 11:11:11 am
Rob-TI sounds like "TI is robbing us". ;D
Title: Re: Star Fox
Post by: yunhua98 on August 14, 2010, 11:12:13 am
yeah, sure, I don't mind, I just want this game to look as good as possible. Thepenguin77 can choose.  ;)
Rob-TI sounds like "TI is robbing us". ;D
I take it that thats a good thing?  >:D

EDIT:  actually, it sounds like this game ill Rob TI of its power.
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 11:21:22 am
well, this is my version of rob-ti
i think that i like yunhua's better :P

EDIT: updated the sprite a little bit
EDIT 2: oops, wrong sprite size  :-X. will fix
Title: Re: Star Fox
Post by: Magic Banana on August 14, 2010, 11:38:04 am
So, at 7 in the morning, I decided to play Starfox for the SNES to sharpen my Arwing piloting skills. So anyways, right when I turn it on and hit the Start button, BAM! Title Screen. I stare at it for a few minutes before thinking "I gotta make this." An hour and a half later, BAM! Awesome title screen.
Title: Re: Star Fox
Post by: yunhua98 on August 14, 2010, 11:46:26 am
that is epically epic, no other word phrase for it.  :o

but you might want to fit "TI" on there.  ;)
Title: Re: Star Fox
Post by: matthias1992 on August 14, 2010, 12:00:58 pm
You are both Impossibly good at spriting!

great work ThePenguin! I can't wait for more!
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 12:07:53 pm
@Magic Banana
 :o
Title: Re: Star Fox
Post by: Hot_Dog on August 14, 2010, 12:25:40 pm
I hope you don't mind that I keep laying on compliments!  Good work all since my last post!  Including (but not least) the title screen!
Title: Re: Star Fox
Post by: yunhua98 on August 14, 2010, 12:33:48 pm
here's the title screen with the "TI" added in.  You don't have to use it though.  ;)
Title: Re: Star Fox
Post by: Magic Banana on August 14, 2010, 01:21:04 pm
Here's my last one before I get some much needed sleep. Game Over Screen. Not the coolest place to be, but every game has got 'em.
Title: Re: Star Fox
Post by: thepenguin77 on August 14, 2010, 01:40:35 pm
Ahhh!!! So many sprites!

Ok, with this many sprites, it's going to be a while before you start seeing them appear. When I see multiple of the same, I'll try to pick the one that is the is the most easily recognized. That way, the end user will be able to figure it out too.

On the agenda, finishing off the arwing sprites, talking characters, and idk from there.

And magic banana, those are the most epic screens I've ever seen. :)
Title: Re: Star Fox
Post by: DJ Omnimaga on August 14, 2010, 01:48:48 pm
WOAH just saw the screenshot on page 6, just too epic. Same for others. I love how the ship moves and all. I still think the ship moves too fast when inside the screen compared to when going out of it, though. Otherwise awesome job. Also nice work on all the sprites guys (and the title screen)

Btw do you guys know that in Europe, Star Fox was not actually called Star Fox? The SNES one was renamed to Starwing and the 64 one was renamed to Lylat Wars. It was because another game called Star Fox already existed there and it would have lead to trademark issues if Nintendo kept the name for those regions too.
Title: Re: Star Fox
Post by: yunhua98 on August 14, 2010, 01:55:49 pm
heres a compiled spritesheet.  ;)  except the ship sprites, since there are only one of them.
Title: Re: Star Fox
Post by: TIfanx1999 on August 14, 2010, 02:06:12 pm
@Magic Banana: OMG... Those last two are... SIMPLY AMAZING!! :o
/me hands Magic Banana one blue lobster token(easily redeemable anywhere cash is accepted*)











*Restrictions may apply and are not limited to: Tokens be refused, being laughed at for providing tokens in lieu of cash, being thrown out of establishments for trying to pay with tokens. Additionally, there is a .5% chance that full LOBSTERIZATION may occur as a side affect. Enjoy your blue lobster token(s)
Title: Re: Star Fox
Post by: patriotsfan on August 14, 2010, 06:19:57 pm
I agree, these sprites are truly epic! Awesome job guys!
Title: Re: Star Fox
Post by: tloz128 on August 14, 2010, 10:58:35 pm
here are some sprites for generic enemies I made (not to be used as bosses or anything :P)
Title: Re: Star Fox
Post by: Magic Banana on August 15, 2010, 02:02:22 am
I did the map and all that stuff, and I talked. Metal Gear.

P.S. All of the pics are in the zip.
Title: Re: Star Fox
Post by: Hot_Dog on August 15, 2010, 02:07:14 am
What galaxy did you say you game from? ;)  That's superb!
Title: Re: Star Fox
Post by: _player1537 on August 15, 2010, 02:08:47 am
:O

Wow, NICE!  Excellent spriting Magic Banana!  You too anyone I forgot who sprited awesomely!
Just Wow!

(good job you too ThePenguin for bringing out an awesome game!)
Title: Re: Star Fox
Post by: Builderboy on August 15, 2010, 02:19:53 am
Magic Banana you need to stop being so epic at making sprites ;D
Title: Re: Star Fox
Post by: matthias1992 on August 15, 2010, 08:08:23 am
Hmm, is this just me or won't the demo (a few pages up) run on wabbitemu? I can't get it to work. I ran it trhough mirage but I got a blank screen, anyone else having this problem? it runs fine on my 'real' calc though.

edit: If I may make one point of criticism: please don't invert the up and down keys! I think some may like it but some don't. Perhapse this could be a option? It is just a personal preference...I guess some share that preference. (< not to be rude or anything, just saying)
Title: Re: Star Fox
Post by: Hot_Dog on August 15, 2010, 11:14:06 am
Quote
If I may make one point of criticism: please don't invert the up and down keys! I think some may like it but some don't. Perhapse this could be a option? It is just a personal preference...I guess some share that preference. (< not to be rude or anything, just saying)

Imo this is probably better as an option (if possible), allowing people to choose what they want.
Title: Re: Star Fox
Post by: thepenguin77 on August 15, 2010, 12:36:55 pm
Magic Banana, you never stop amazing me.

Sorry about the inverted. That's how the original was. When I finish the game, I hope to have the keys completely remappable since there are 12 buttons needed for control. 4 direction, 2 rolling, boost, break, normal gun, alpha bomb(I think that's the name), pause, and go to first person.

I don't know how possible it will be, but I think I know how to do it.
Title: Re: Star Fox
Post by: tloz128 on August 15, 2010, 09:48:24 pm
In the asteroid level in the snes star fox, the scenery isn't made out of any rendered polygons at all (there isn't really much scenery anyway :P). The asteroids themselves are scaled sprites. So, in the asteroid level (which looks like it will be in the game by looking at Magic Banana's Lylat System mockup), will you be using sprites or making 3d models for the asteroids? If you choose to go with asteroid sprites, I made some at different sizes (assuming that you won't scale them, but draw different sprites for the asteroids' distances). I also made a mockup for what it would look like in the game, because mockups look cool :P.
Title: Re: Star Fox
Post by: thepenguin77 on August 15, 2010, 10:10:37 pm
Ahh, very true. Now that I think about it, you can only go first person in the non asteroid levels. And it boots you out as soon as polygons arrive.

Those levels are going to require a slightly different engine. But that's fine. The fact that I get to use the cockpit sprite makes it all worth it.


====================UPDATE!!!=========================
Ok, so I've done so much I hope I remember it all.
-Ship sprites were managed better to free up 1.5kb of program space and 8kb of memory.
-Talking sprites
-Keys are fully remappable, y= for now, there'll be a menu later
-Boosting and braking are a go

Edit:
    At least in google chrome, all of the screen shots so far have run a little fast. Just so you know.

Edit2:
    Knew I'd forget something.
-You turn faster/slower depending on which way you are banking.

Edit3:
    Added a small fix to make it run on OS 1.19.
Title: Re: Star Fox
Post by: Hot_Dog on August 15, 2010, 10:16:27 pm
One word: WOW
Title: Re: Star Fox
Post by: tloz128 on August 15, 2010, 10:24:25 pm
That's AWESOME ;D! One suggestion though- you should only boost and brake while you're holding the button.
Title: Re: Star Fox
Post by: {AP} on August 15, 2010, 11:25:50 pm
"I'm a toad thing!" xD

Best line ever.
(Oh, and amazing work to you and Magic Banana)
Title: Re: Star Fox
Post by: shmibs on August 16, 2010, 12:08:18 am
/\rather =D
thanks for the executable! i'll be sure to advertise it around campus tomorow :p
oh, and this is amazing emu'd at 400% speed
Title: Re: Star Fox
Post by: Builderboy on August 16, 2010, 12:18:00 am
This is amazing beyond reason O.O Although i know i will be one of the people to invert the up/down keys :P
Title: Re: Star Fox
Post by: Raylin on August 16, 2010, 01:26:27 am
Wow.

Just wow.
Title: Re: Star Fox
Post by: TIfanx1999 on August 16, 2010, 06:09:46 pm
Freakin awesome! :D
Title: Re: Star Fox
Post by: tloz128 on August 16, 2010, 08:19:32 pm
people are going to be staring at me when I'm shouting out Peppy quotes in math class...
Title: Re: Star Fox
Post by: Empyreal on August 17, 2010, 12:39:12 am
I know a lot of people have said it already, but.... Wow.
I've never stared at a gif for so long.  Seriously exciting stuff.
Title: Re: Star Fox
Post by: Magic Banana on August 17, 2010, 12:51:44 am
In the asteroid level in the snes star fox, the scenery isn't made out of any rendered polygons at all (there isn't really much scenery anyway :P). The asteroids themselves are scaled sprites. So, in the asteroid level (which looks like it will be in the game by looking at Magic Banana's Lylat System mockup), will you be using sprites or making 3d models for the asteroids? If you choose to go with asteroid sprites, I made some at different sizes (assuming that you won't scale them, but draw different sprites for the asteroids' distances). I also made a mockup for what it would look like in the game, because mockups look cool :P.

Yeah, I wasn't sure what would be polygons and what would be sprites so I left the enemies alone. Oh, don't forget about the asteroid with that nice grin going on.  ;D

@thepenguin77
Looks pretty nice so far, and I know it's just gonna keep getting better and better. Sadly, the Fall Semester for college has started for me, so I won't be able to do as much as I have over the summer. I'm not gonna stop spriting, but I'm letting you guys know that i won't be able to dish out as many awesome screens as before (except if you catch me when I have some free time over the weekend ;))
Title: Re: Star Fox
Post by: DJ Omnimaga on August 17, 2010, 11:33:41 am
Quote
If I may make one point of criticism: please don't invert the up and down keys! I think some may like it but some don't. Perhapse this could be a option? It is just a personal preference...I guess some share that preference. (< not to be rude or anything, just saying)

Imo this is probably better as an option (if possible), allowing people to choose what they want.
Yeah I think it should be like the SNES version: allow people to choose. Personally, I prefer inverted, but on a calculator, since the screen is stuck with the keypad, Idk if it might feel a bit weird, so it might be best to allow both.

As for the other screenshot it is EPIC! That's going in Major TI projects and front page for sure, when I update those places again.

One question, though: What'S the difference between STARFOX2.8XP and STARFOX3.8XP?
Title: Re: Star Fox
Post by: thepenguin77 on August 17, 2010, 11:48:32 am
First a little background. Like I said earlier, I had to make a custom font routine. But since the whole small font map is about 2kb or something, I just left it out. Instead, I go to _sFont_len, and use the page number from the bcall to look for the start of the font table.

The difference between the two is that Kerm Martian tried to play it on an 83+ and said it wasn't working. He told me that it crashed when it was searching for the font. So I switched to using _Load_sFont instead. That was the only change, and it still doesn't work on os's 1.xx. The problem is that I have no way to test on those calculators.
Title: Re: Star Fox
Post by: DJ Omnimaga on August 17, 2010, 11:51:43 am
Oh wait, there was 83+ support?? O.O I was sure this game was only gonna be for 15 MHz calcs

I hope you can figure out. You could maybe ask for help on the forums directly, both here and Cemetech, since there are other ASM coders who might want to help.
Title: Re: Star Fox
Post by: ztrumpet on August 17, 2010, 04:32:52 pm
Woah!  This is incredible!  The Penguin, you're doing an amazing job at coding it, and Magic Banana and yunhua are doing an amazing job spriting this.  Wow.  Excellent work.  Oh, and I think +10 respect for one post is higher than I've seen before. ;D

Wonderful job! ^-^
Title: Re: Star Fox
Post by: willrandship on August 17, 2010, 06:41:58 pm
I was just wondering...is the 3D in this engine capable of full rotation? It would be really cool to use this for games like Descent! Can you only face forward, like raycasting, or can you look up and down?

Ooh! If that is possible, maybe you could do an "all range mode" style of play like in the n64 version of starfox! I always liked that part the most.
Title: Re: Star Fox
Post by: Hot_Dog on August 17, 2010, 06:53:07 pm
You know, if you were to enable music for this game, I could make a pretty sweet rendition of the Star Fox 64 Versus music :)
Title: Re: Star Fox
Post by: patriotsfan on August 17, 2010, 06:55:31 pm
I'm all for the 83+ support! :)
Title: Re: Star Fox
Post by: thepenguin77 on August 17, 2010, 07:00:44 pm
Oh wait, there was 83+ support?? O.O I was sure this game was only gonna be for 15 MHz calcs

It's just for 15MHz, all of his problems were caused because of the fact that he didn't know that.

I was just wondering...is the 3D in this engine capable of full rotation? It would be really cool to use this for games like Descent! Can you only face forward, like raycasting, or can you look up and down?

Ooh! If that is possible, maybe you could do an "all range mode" style of play like in the n64 version of starfox! I always liked that part the most.

No, it doesn't do rotation. That would require much more math. I actually sat on the couch for about an hour moving my arms in different rotations trying to visualize how you could rotate coordinates. But thankfully I realized that starfox doesn't rotate them either. I was envisioning Descent too (though I've always thought it was called destination saturn) but I think that would be way too slow with the numbers of polygons. Plus the rotation would give it enough calculations to really slow it down.

If you haven't figured it out, this means no "all range mode."

You know, if you were to enable music for this game, I could make a pretty sweet rendition of the Star Fox 64 Versus music :)
That would require way too much processor time. Any spare time I have would be going towards a bigger screen anyways.

I'm all for the 83+ support! :)

Ahh! Stop posting while I'm posting. lol. I don't see any possible way to make this happen on the 83+. By the end of this, I wouldn't doubt that the program will be 20kb + 5kb for program data and it will be using 20kb of storage memory. Not to mention the lack of crystal timers and 6MHz.
Title: Re: Star Fox
Post by: ztrumpet on August 17, 2010, 07:45:16 pm
Plus the rotation would give it enough calculations to really slow it down.
Funny.  Isn't this on a calculator? :P
(Sorry, it just made me laugh ;D )

This is really cool, and I'm glad you figured out how to make it work.  Thanks The Penguin for this excellent game! :D
Title: Re: Star Fox
Post by: tloz128 on August 17, 2010, 08:53:40 pm
will the bosses be sprites or made of polygons? i'm particularly wondering about andross; i don't think he wouldn't seem the same if he was a sprite... :P
Title: Re: Star Fox
Post by: thepenguin77 on August 17, 2010, 09:04:03 pm
will the bosses be sprites or made of polygons? i'm particularly wondering about andross; i don't think he wouldn't seem the same if he was a sprite... :P

Yes, bosses will be easier in that sense. During the boss battle there are no background shapes. Therefore, all rendering power goes straight at the boss.
Title: Re: Star Fox
Post by: DJ Omnimaga on August 18, 2010, 12:57:13 pm
It would be nice to add the asteroid field as shown in another screenshot on another page. It looks quite cool. Unless sprite scaling is too slow with so many of them?

If you add asteroid field you show also add the out of this dimension or black hole worlds :P
Title: Re: Star Fox
Post by: willrandship on August 18, 2010, 07:15:02 pm
Well, I like the idea of just having 3-4 Asteroid sprites, and show different depending on distance. No scaling, very light on CPU, but less smooth.
Title: Re: Star Fox
Post by: fb39ca4 on August 22, 2010, 04:58:45 pm
I am amazed...
*fb39ca4 drops the glass of water he is holding
Title: Re: Star Fox
Post by: DJ Omnimaga on August 25, 2010, 01:56:07 pm
/me wonders if the game is finished already what is the new progress ;D
Title: Re: Star Fox
Post by: thepenguin77 on August 25, 2010, 02:11:00 pm
Well, the problem is how I work on things. I work nonstop on one thing for some time, but then, I get bored of it and do something else. So I just have to wait for starfox to cycle back around to working on it again. Don't worry, I have to finish this game. It's just that right now, I get really bored working on it and end up making no progress.

But never fear, I'm hoping that school will make me start thinking about ways to make it better and you'll see progress again.
Title: Re: Star Fox
Post by: DJ Omnimaga on August 25, 2010, 02:14:09 pm
Ooh ok kinda like Calc84maniac then ;D

I hope it gets finished indeed
Title: Re: Star Fox
Post by: calc84maniac on August 25, 2010, 02:22:52 pm
Ooh ok kinda like Calc84maniac then ;D

I hope it gets finished indeed
You ninja'd me :O
Title: Re: Star Fox
Post by: DJ Omnimaga on August 25, 2010, 02:46:56 pm
Lol :P
Title: Re: Star Fox
Post by: Raylin on August 26, 2010, 06:17:22 pm
Brian, you say that your games specifically require a TI-84+.
Does this mean that it will not work on a TI-83+ SE?
Title: Re: Star Fox
Post by: DJ Omnimaga on August 26, 2010, 06:40:43 pm
It will work on it. it will tell you you need a 84+, but pressing GRAPH will bypass the warning. He was just not aware the 83+SE was a 15 MHz calc and had crystal timers before.
Title: Re: Star Fox
Post by: thepenguin77 on August 26, 2010, 06:43:01 pm
They work on everything besides an 83+. So 83+ SE, 84+, 84+ SE, and Nspire. The 83+ had no chance from the beginning, but I haven't had to use any undocumented instructions yet so the Nspire still works.
Title: Re: Star Fox
Post by: calc84maniac on August 26, 2010, 06:44:16 pm
Except Nspire doesn't support crystal timers, so you should take that into account. (Plus it's not likely to get 15MHz speed on the Nspire)
Title: Re: Star Fox
Post by: Hot_Dog on August 26, 2010, 06:46:13 pm
It will work on it. it will tell you you need a 84+, but pressing GRAPH will bypass the warning. He was just not aware the 83+SE was a 15 MHz calc and had crystal timers before.

Sorry for getting off topic, but does the 84+ use crystal timers, or the clock port?  (Or does the clock actually use crystal timers?)
Title: Re: Star Fox
Post by: thepenguin77 on August 26, 2010, 06:54:50 pm
Except Nspire doesn't support crystal timers, so you should take that into account. (Plus it's not likely to get 15MHz speed on the Nspire)

Wow, way to fail TI. I might as well start using undocumented instructions then.

Sorry for getting off topic, but does the 84+ use crystal timers, or the clock port?  (Or does the clock actually use crystal timers?)

The 84+ uses crystal timers. The clock port isn't much use since it only counts in seconds. But I would guess internally the clock is run off the crystal timers.
Title: Re: Star Fox
Post by: DJ Omnimaga on August 26, 2010, 07:21:04 pm
Wow I didn't knew the Nspire didn't use them...

Would there be alternatives to get the game to run on the Nspire?

That said, the Nspire emulator is so slow that you'll not get much faster than what you would get on a regular 83+ anyway.
Title: Re: Star Fox
Post by: calc84maniac on August 26, 2010, 07:23:41 pm
Wow I didn't knew the Nspire didn't use them...

Would there be alternatives to get the game to run on the Nspire?

That said, the Nspire emulator is so slow that you'll not get much faster than what you would get on a regular 83+ anyway.
I'm actually not sure if TI added them in newer Nspire OS versions, but I really doubt it. The TI-OS does not use the timers, so TI has no reason to add that functionality (just like in the case of undocumented instructions)
Title: Re: Star Fox
Post by: calcdude84se on August 26, 2010, 08:16:22 pm
I beg to differ with respect to the timers:
Quote from: WikiTI "http://wikiti.brandonw.net/index.php?title=83Plus:Ports:30#Comments"
The TI-84 uses the timers for its own purposes, leaving only timer 1 free.
Though how it uses them, I have no clue ;D
(The normal OS, that is)
Title: Re: Star Fox
Post by: Builderboy on August 28, 2010, 01:32:32 am
Isn't the whole purposes of the timers for the clock? o.O
Title: Re: Star Fox
Post by: DJ Omnimaga on August 28, 2010, 01:45:29 am
I don't think so, as the 83+SE had crystal timers and didn't have a clock.
Title: Re: Star Fox
Post by: calcdude84se on August 28, 2010, 11:54:35 am
Yeah, I don't think the timers have anything to do with the clock. One can use all of them (disabling TI-OS interrupts) and the clock works just fine AFAIK
Title: Re: Star Fox
Post by: Hot_Dog on August 28, 2010, 12:23:39 pm
Of course, if it weren't for powering down, clocks could be made for the 83+ using interrupts.
Title: Re: Star Fox
Post by: DJ Omnimaga on September 16, 2010, 04:50:42 pm
/me hopes ThePengiun77 isn't planning to cancel this project nor permanently move on from calc programming D:
Title: Re: Star Fox
Post by: Raylin on September 16, 2010, 04:52:04 pm
WHERE BE MAH STARFOX APP?
Title: Re: Star Fox
Post by: JustCause on September 16, 2010, 04:57:49 pm
WHERE BE MAH STARFOX APP?
^^ This. We want Star Fox.
Title: Re: Star Fox
Post by: thepenguin77 on September 16, 2010, 05:01:58 pm
 @DJ: No no no. Like I've said before, I float around from thing to thing. Lately I haven't been doing much programming because school's given me quite a bit of homework, plus I've just been doing other things. I'll definitely get back on programming eventually. I'll just be bored of it for a while.

However, I do see slight problems with this game. While it is really cool with the 3d graphics and such, I'm not really sure it has much playing value. This game doesn't seem to me like one of those ones where it's like, "Dude you gotta try this!", it just seems more like a cool idea. I feel like once the initial shock of 3d graphics on a calculator subsides, the game doesn't have much to offer as far as gameplay. Which is also part of the reason that coding it is boring. Before, from one update to the next, I would be totally shocked at how awesome it looked. Now, most of the updating is just adding more levels and making them longer, which at least for me, is really boring.

I'm not sure exactly what the fate of this project is. Like I said, I feel like I've pretty much taken this far as what would be useful. But only time will tell.
Title: Re: Star Fox
Post by: DJ Omnimaga on September 16, 2010, 05:04:34 pm
Ah ok, I tend to get worried because in the past some people said the same thing and finally they never actually coded again :(. I speak from experience, but Calc84maniac is an exception.

As for the game I hope you finish it because it looks pretty fun to play. It would just need more enemies and of course levels + bosses as well as maybe some power ups. Maybe you could get some help on level designing?
Title: Re: Star Fox
Post by: thepenguin77 on September 16, 2010, 05:16:39 pm
Having someone make the levels is a possibility, although I'm not really sure anyone would want to make levels. It's kind of boring. After I get the enemy paths in, it's just typing in a list of shapes, enemies, and coordinates while sometimes defining new shapes.

But when I start programming again, I assume I'll probably start working on my tower defense game again. That or bluetooth, but bluetooth gets frustrating pretty quickly.
Title: Re: Star Fox
Post by: DJ Omnimaga on September 16, 2010, 05:41:43 pm
Aaah I see x.x

Levels can get boring to make indeed. In Illusiat 13 I used to get bored from making maps sometimes x.x

The tower defense game seems interesting :)
Title: Re: Star Fox
Post by: calc84maniac on September 16, 2010, 05:44:05 pm
But what about all those characters talking to you while you play? That would make it interesting I think :)
Title: Re: Star Fox
Post by: Raylin on September 16, 2010, 05:44:46 pm
IN LEVEL MISSION BRIEFING FTW
Title: Re: Star Fox
Post by: Hot_Dog on September 16, 2010, 05:59:55 pm
Does it take a lot of processing power to make textured walls?  You've got your engine, so a tank game might be fun, with cities and what not--I woud gladly create the levels for that!  Even more so if the city scape can be rotated 360 degrees left and right
Title: Re: Star Fox
Post by: Raylin on September 16, 2010, 06:06:44 pm
:D :D 360 walls?!
Title: Re: Star Fox
Post by: squidgetx on September 16, 2010, 06:12:00 pm
^lol

well i hope that you manage to advance this more beyond a proof of concept type of thing, because contrary to your thoughts, I think it would be quite a fun game to play ;)
Title: Re: Star Fox
Post by: thepenguin77 on September 16, 2010, 06:14:05 pm
Hot_Dog, the engine is very specific. It can't be rotated or angled. And textured walls would go far beyond the processing power of what it does. Right now I use very speed optimized line drawing routines to shade the polygons. If I changed it so that it had to calculate something, it would probably run about 20% current speed.

Part of the reason that making the levels is boring is that I am not creative at all. I planned just to copy the SNES levels, and after a while, it starts to get old.
Title: Re: Star Fox
Post by: Hot_Dog on September 16, 2010, 06:26:22 pm
So, how slow/fast would the engine go if we were to add shapes that look like the ones on the SNES?  Such as stationary watchtowers?  If we can only do stuff like solid blocks and tunnels and such, I completely agree with you.  But if we can be creative with the shapes to a certain point, I can be creative with the levels.  Let me know
Title: Re: Star Fox
Post by: tloz128 on September 16, 2010, 06:29:11 pm
I personally think that it would be fun to make levels for Star Fox! If you would like me to help, please let me know.
Title: Re: Star Fox
Post by: SirCmpwn on September 16, 2010, 07:01:04 pm
What method of 3D projection do you use?  Do you use indicies, specifically?
Title: Re: Star Fox
Post by: tloz128 on September 17, 2010, 09:11:24 pm
About the tank game- couldn't that be done pretty well using raycasting?
*tloz pictures a 4-level grayscale tank game with textured walls and floor*
I think that it would be possible.
Title: Re: Star Fox
Post by: DJ Omnimaga on September 17, 2010, 09:18:57 pm
Maybe it could use Calc84maniac's raycaster, but maybe modified a bit. I think it had variable wall heights, but I am not sure if it was working well.

(http://img13.imageshack.us/img13/5633/variable.gif) (http://img16.imageshack.us/img16/9180/raycaster.gif)
Title: Re: Star Fox
Post by: tloz128 on September 17, 2010, 09:21:38 pm
I wish I knew assembler :( (or the trig to make this game, for that matter).
Title: Re: Star Fox
Post by: DJ Omnimaga on September 17, 2010, 09:27:24 pm
I think it could be possible in Axe, but without floating points I wonder how hard it would be, not to mention you need 3D knowledge in the first place. If I make 3D stuff it will most likely be pseudo-3D or something
Title: Re: Star Fox
Post by: Deep Toaster on September 17, 2010, 09:29:31 pm
Wow, just saw this thread. It's awesome! Good luck on this!
Title: Re: Star Fox
Post by: thepenguin77 on September 18, 2010, 11:55:44 am
The thought of not making the levels actually makes this seem a lot more fun for me. I think what I'll try to do is to get moving scenery in place, then I'll try to make it as easy as possible for people to make the levels for it.

@SirCmpwn Here's how it works. You have three options for polygons, light, dark and black. Then you make a list of vertices. Then you make a list of polygons that use those vertices. It's not very complex.
Title: Re: Star Fox
Post by: DJ Omnimaga on September 18, 2010, 12:05:13 pm
Btw had you planned to add the Asteroid Field levels as well as Sector X, Y, etc? Would the engine be too slow for them?
Title: Re: Star Fox
Post by: thepenguin77 on September 18, 2010, 12:15:33 pm
Those levels wouldn't really even use the polygon engine. Those would have to use my sprite handler engine. I assume that they would actually be faster than the polygon levels because there isn't a lot of calculation going on.
Title: Re: Star Fox
Post by: DJ Omnimaga on September 18, 2010, 12:18:57 pm
Ah ok, I was concerned because I tried sprite scaling in Axe before and I could never get more than 10 fps. However it was Axe so I dunno if in ASM it would be much faster.

Something I thought for sprite scaling, though, would be to pre-store every possible sprite zooms in RAM when starting the level and simply display those sprites. It might be much faster with the 8x8 ones
Title: Re: Star Fox
Post by: thepenguin77 on September 18, 2010, 12:24:16 pm
At first I was thinking of having like 6 prescaled sprites for each asteroid. But I actually like the idea of on the fly scaling. I'll have to see how fast I can get it. The only problem with storing every possible sprite is that I'm kind of running out of ram. But if it runs really slow, that's what I'll have to do.
Title: Re: Star Fox
Post by: DJ Omnimaga on September 18, 2010, 12:37:45 pm
Aah right, RAM might be a problem. I think you would need to only store the ones needed for the level to not use too much RAM.
Title: Re: Star Fox
Post by: SirCmpwn on September 18, 2010, 01:28:25 pm
@SirCmpwn Here's how it works. You have three options for polygons, light, dark and black. Then you make a list of vertices. Then you make a list of polygons that use those vertices. It's not very complex.

Yep, that's what indicies are (I do Xbox 360/PC 3D game programming).  Early 3D methods used lines, and each vertex would end up being re-used >9000 times.
Title: Re: Star Fox
Post by: _player1537 on October 19, 2010, 10:39:10 pm
*Bump*
Progress?
Title: Re: Star Fox
Post by: DJ Omnimaga on October 19, 2010, 10:53:01 pm
From what I saw on IRC he is focusing on The Impossible Game and a few other projects first and Starfox isn't really a priority. I hope he doesn't ditch it, though, because people have been looking forward for a Starfox game for ages on calcs. Maybe he could release the source if he cancels it?
Title: Re: Star Fox
Post by: thepenguin77 on October 19, 2010, 10:55:51 pm
For now it's on hold. I haven't really had any motivation to make it better. It was cool when it was ground breaking, but now it is just graphics with no game play.
Title: Re: Star Fox
Post by: DJ Omnimaga on October 19, 2010, 11:00:47 pm
I hope this can eventually be resolved. Would adding many ships slow it down considerably?
Title: Re: Star Fox
Post by: BlackRabbit on October 24, 2010, 10:08:36 pm
Can't Wait to play it.
Title: Re: Star Fox
Post by: DJ Omnimaga on October 24, 2010, 10:41:23 pm
Me too, I hope he doesn't drop the project. In any case, he should release the source maybe.
Title: Re: Star Fox
Post by: thepenguin77 on October 24, 2010, 10:44:36 pm
If the source is what you want, then it's the source you shall get.

And to answer your question DJ, adding a ton of ships would slow it down, but I would assume it can handle 5 without too much difficulty.
Title: Re: Star Fox
Post by: DJ Omnimaga on October 24, 2010, 10:46:00 pm
Ah ok. Well hopefully if you don't continue it someone could continue. If it officially gets cancelled (which I don't hope D:) I wonder if it should be put in the download section under programming tools? It is not really a programming tool but still some sort of engine to create a 3D shooter.
Title: Re: Star Fox
Post by: AngelFish on March 17, 2011, 05:12:40 pm
/me uses his dark powers to raise this thread from the grave

Too bad I just noticed this thread...
Title: Re: Star Fox
Post by: yunhua98 on March 17, 2011, 05:17:03 pm
lol, you notice it after it gets taken of the Major projects list.  Although it stopped being active ever since it was put on here IIRC.  :P
Title: Re: Star Fox
Post by: Ashbad on March 17, 2011, 05:49:41 pm
well, at least it's triangle and quadrilateral drawing routines (which are pure works of genius, btw) are still being put to good use -- I'm using them in Z80GL with permission of Brian Coventry (he sent me the entire starfox source 2 months ago and said I can do whatever I want with it)

would you imagine the source is 100K, and over 2500 lines of pure code? (for starfox) O.O
Title: Re: Star Fox
Post by: yunhua98 on March 17, 2011, 05:51:51 pm
well, at least it's triangle and quadrilateral drawing routines (which are pure works of genius, btw) are still being put to good use -- I'm using them in Z80GL with permission of Brian Coventry (he sent me the entire starfox source 2 months ago and said I can do whatever I want with it)

would you imagine the source is 100K, and over 2500 lines of pure code? (for starfox) O.O

I would believe that, given his reputation.  :P

and he posted it here: http://ourl.ca/6640/132234  ;)
Title: Re: Star Fox
Post by: ztrumpet on March 17, 2011, 05:52:13 pm
If the source is what you want, then it's the source you shall get.
Ashbad, couldn't you just get it from this post? ;)
Title: Re: Star Fox
Post by: Ashbad on March 17, 2011, 05:54:38 pm
That was after he emailed it to me ;) and with the email came the permission to use what I wanted ^-^ you guys don't have that.  HAH.  SUCKERS.  :P jk
Title: Re: Star Fox
Post by: thepenguin77 on March 17, 2011, 10:48:28 pm
Fixing moved posts. :) Got split to here (http://ourl.ca/9693)

That was after he emailed it to me ;) and with the email came the permission to use what I wanted ^-^ you guys don't have that.  HAH.  SUCKERS.  :P jk

Also, anyone can use it as long as they give me credit ;)
Title: Re: Star Fox
Post by: TIfanx1999 on March 19, 2011, 08:36:13 am
Yea, it's kind of a shame this went into Limbo status. :(
@Ashbad: what is Z80 GL? Are you making a 3d library or something?
Title: Re: Star Fox
Post by: DJ Omnimaga on March 19, 2011, 12:41:42 pm
Is someone taking over the project? O.O
Title: Re: Star Fox
Post by: Deep Toaster on March 19, 2011, 01:26:34 pm
@Ashbad: what is Z80 GL? Are you making a 3d library or something?

This. (http://ourl.ca/9394)

And yeah, I hope this gets completed someday.
Title: Re: Star Fox
Post by: Darl181 on March 19, 2011, 03:41:52 pm
Daah, I saw new posts and thought it was an update
Is this being continued?
Title: Re: Star Fox
Post by: Munchor on March 19, 2011, 03:53:58 pm
(http://www.omnimaga.org/index.php?action=dlattach;topic=4043.0;attach=2748;image)

15 pages late,

w00000000000000000000000000000000t

This is looking superb! Where are the more recent screenshots?
Title: Re: Star Fox
Post by: thepenguin77 on March 19, 2011, 04:02:38 pm
Sorry Scout, that's the most recent. I stopped working on this quite a while ago. The problem is that it's all graphics and no gameplay, so while everyone would have to have it, it wouldn't stay on their calculator for more than a week. And therefore it's not worth the >100 hours of work to finish it, at least to me ;)

Edit:
    No, nvm, that's not the most recent screenie. The newest is around page 7.

Edit2:
    Page 9 (http://ourl.ca/6640/110018)
Title: Re: Star Fox
Post by: DJ Omnimaga on March 19, 2011, 11:45:03 pm
It would be nice to see someone pick this up again, though, assuming adding plenty of enemies and collision detection won't slow it down too much.
Title: Re: Star Fox
Post by: Darl181 on March 20, 2011, 12:01:34 am
Reading this thread makes me want to bump some threads like F-zero and project M :P
Title: Re: Star Fox
Post by: leafy on March 20, 2011, 12:02:52 am
Yeah, I've wondered what happened to those really epic projects :P
Title: Re: Star Fox
Post by: DJ Omnimaga on March 20, 2011, 12:03:34 am
I hope you don't revive everything, though. X.x I remember on the old board I did with every staff project every few month, although not with other projects, since it would be too long. X.x
Title: Re: Star Fox
Post by: annoyingcalc on July 19, 2011, 08:28:23 pm
Is anybody contiuing this?
 I would love to see this be continued!
Title: Re: Star Fox
Post by: leafy on July 19, 2011, 08:29:52 pm
Holy necropost. I think it's been discontinued but I'm not sure.
Title: Re: Star Fox
Post by: AngelFish on July 19, 2011, 08:30:25 pm
Yeah, this project is dead from what I understand.
Title: Re: Star Fox
Post by: Ti-Programmer on July 19, 2011, 08:36:24 pm
Yeah, this project is dead from what I understand.
Man, too bad. This project was lookin pretty good. It needed some work, but pretty good progress.
Title: Re: Star Fox
Post by: SirCmpwn on July 19, 2011, 08:36:56 pm
If I remember correctly, it was just too ballzy.
Title: Re: Star Fox
Post by: annoyingcalc on July 19, 2011, 09:11:28 pm
I know the penguin77 discontinued it but is someone working on it the source code was released
Title: Re: Star Fox
Post by: leafy on July 19, 2011, 09:15:00 pm
ben_g might have looked at it while writing his polygon engine but apart from that nobody's working on it.
Title: Re: Star Fox
Post by: annoyingcalc on July 19, 2011, 09:15:51 pm
GO ben_g complete this!
Title: Re: Star Fox
Post by: AngelFish on July 19, 2011, 09:24:03 pm
Ben_G has other projects, I think. Keep in mind that if you really want a project to remain active after the original author retires it, the best way is generally to learn how to maintain it yourself rather than asking others to do it :)

Of course if Ben wants to take Star Fox on, that'd be great. I'd love to see this project completed.
Title: Re: Star Fox
Post by: thepenguin77 on July 19, 2011, 11:35:53 pm
Yeah, I'm pretty much done, the only thing I might try is to make it full screen. Though, with my current knowledge, that's not possible, so we'll just have to wait on that.
Title: Re: Star Fox
Post by: annoyingcalc on July 19, 2011, 11:40:05 pm
Yeah, I'm pretty much done, the only thing I might try is to make it full screen. Though, with my current knowledge, that's not possible, so we'll just have to wait on that.
Whatabout health and enemys shooting you
Title: Re: Star Fox
Post by: Hot_Dog on July 19, 2011, 11:44:37 pm
Yeah, I'm pretty much done, the only thing I might try is to make it full screen. Though, with my current knowledge, that's not possible, so we'll just have to wait on that.

You could "stretch" the screen.  I modified Gemini that way like so:  I drew every horizontal line twice, and I drew every other vertical line twice.
Title: Re: Star Fox
Post by: thepenguin77 on July 19, 2011, 11:47:57 pm
Annoying Orange, I don't think you understand, full screen involves tweaking a few numbers and optimizing my grayscale routines and would probably take an hour or two if I knew exactly what I needed to do.

Health and enemies shooting at you requires:


These are just the essentials, to make it worthwhile, I would also have to allow angled shooting from the main ship. And with all these additions comes a reduction in speed, which means I'd have to go back and optimize old stuff for speed.

All of this would take probably 6 hours to make with 2-3 hours of debugging since this is some complicated stuff, and that is quite a bit of time.


And annoyingOrange, please quit necro posting really old threads. I know of like 4 you've done this to now. Seeing a new post in no way makes me want to start working on it again. I work on stuff when I get a cool idea for it.


HotDog, No, I'd just render it to full screen. It wouldn't really even involve many changes, I just don't have the processor time right now.
Title: Re: Star Fox
Post by: annoyingcalc on July 20, 2011, 12:10:47 am
Well when I learn ASM I will finish Star Fox and give it a title screen and anything I can think of
Title: Re: Star Fox
Post by: Deep Toaster on July 20, 2011, 05:51:03 pm
Aw come on, saw this thread bumped and couldn't resist clicking :(
Title: Re: Star Fox
Post by: ben_g on July 20, 2011, 06:37:58 pm
ben_g might have looked at it while writing his polygon engine but apart from that nobody's working on it.
I didn't even knew that this existed while i started working at my 3d engine, and when thepenguin77 showed me a screenshot of it, i thought that it was raycasting.
GO ben_g complete this!
Huh? Why me?
Ben_G has other projects, I think. Keep in mind that if you really want a project to remain active after the original author retires it, the best way is generally to learn how to maintain it yourself rather than asking others to do it :)
Querty.55 is right. Maybe i'll do it when one of my projects is completed, or when I'm really bored.
Title: Re: Star Fox
Post by: fb39ca4 on July 24, 2011, 07:49:00 am
Nooooo! Why did this topic have to get bumped? On another note, I'm back.
Title: Re: Star Fox
Post by: annoyingcalc on July 24, 2011, 09:08:32 am
@ toxic_kitten I think ben_g is working on it if not when I learn Asm I will continue this project
Title: Re: Star Fox
Post by: ben_g on July 24, 2011, 06:36:13 pm
It might be best if you finish it, as I already have 2 projects. If you need to know anything abouth how a polygon based 3D engine works, feel free to ask me.
Title: Re: Star Fox
Post by: thepenguin77 on April 28, 2012, 10:40:31 pm
No, I didn't resume this


I merely fixed a bug.

In MP OS's, starfox often crashes when it quits. I figured something this epic shouldn't do that, so I fixed it. I'll probably release this demo to ticalc.org soon.


As always, if you want to do something productive with this, be my guest. Just make sure to give me credit. (There are some pretty cool triangle and quadrilateral routines in there)
Title: Re: Star Fox
Post by: DJ Omnimaga on April 28, 2012, 11:21:21 pm
I had my hopes up for a second. :P However something I think that would be cool is if someone tried making a version of this using fake 3D, with 2D ships zooming in/out, pre-rendered prior the level is loaded. Maybe certain stuff like spheres could be pre-rendered too?