Author Topic: Star Trek reloaded (bad pun on the 'ld' command)  (Read 11085 times)

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Offline ACagliano

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Star Trek reloaded (bad pun on the 'ld' command)
« on: May 11, 2011, 06:57:05 pm »
I have restarted the Star Trek project, in full assembly. I'm going to link to information about the project, rather than retype it all.

The project page that I am hosting contains information about the project. It is at  http://clrhome.co.cc/projects/startrek .

The current source is posted at http://pastebin.com/R3KwMYPQ. Any comments/corrections/suggestions are welcome.

Offline DJ Omnimaga

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #1 on: May 11, 2011, 07:13:56 pm »
Cool to see you again. I hope you post some updates and screenshots here too. :)

Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #2 on: May 11, 2011, 07:27:02 pm »
Thanks DJ_O.

I always believed that the best way to learn something is to push yourself to the limits. Thus, I am going into such detail and advanced features with assembly that I initially thought I could not do. However, as I started coding, it started coming together a lot easier than I expected.

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #3 on: May 11, 2011, 07:40:19 pm »
Ah ok, well IMHO it's best to make sure to not do projects that are beyond your skills, like for example, if a new ASM coders decides to port Chrono Trigger to the calc as his first ever project, but if you really know you can do it, then I guess it's fine. It might depend of people, though. I feel it's always good to practice with individual stuff at first, like working with menus and text in ASM, then later movement and collision detection, then data management (sprites/tilemaps/etc too).

Anyway good luck!

Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #4 on: May 11, 2011, 07:42:28 pm »
Ah ok, well IMHO it's best to make sure to not do projects that are beyond your skills, like for example, if a new ASM coders decides to port Chrono Trigger to the calc as his first ever project, but if you really know you can do it, then I guess it's fine. It might depend of people, though. I feel it's always good to practice with individual stuff at first, like working with menus and text in ASM, then later movement and collision detection, then data management (sprites/tilemaps/etc too).

Anyway good luck!

Well, I've experimented a bit with text. I know how to do bitmaps and stuff from Axe. I have also played with creating variables. Thus, the graphics are the biggest stretch, as well as streamlining the CALCnet usage, but I think I can do this.

To make a long story short, thanks.

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #5 on: May 11, 2011, 07:44:45 pm »
Don't overdo yourself on advanced features, but sounds like you have it all planned out :) Good luck!




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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #6 on: May 11, 2011, 07:50:09 pm »
Ah ok thanks for the info ACagliano. Good luck! I can't wait for screenshots too :)

Offline aeTIos

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #7 on: May 12, 2011, 04:43:50 am »
Sounds neat, ACag!
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Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #8 on: May 12, 2011, 11:04:51 am »
Fail on both the image choice and on the rendering. Can anyone find me a good 3-level greyscale image for the Star Trek game. If you can give me a link, I'll handle the rest.

Here's how it looks now. Will it look this way on real hardware?

Offline aeTIos

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #9 on: May 12, 2011, 11:14:38 am »
I'm afraid it will look like that, yeah. You should actually use 2 imgs dithered exactly opposed. I mean, like this:
Code: [Select]
Pic1 dithering:
1010101
Pic2 dithering:
0101010
Understand?
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Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #10 on: May 12, 2011, 12:46:57 pm »
Then how can I render this in greyscale? 3-level if possible. 4-level if necessary to display the ship properly.

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #11 on: May 12, 2011, 12:51:09 pm »
Then how can I render this in greyscale? 3-level if possible. 4-level if necessary to display the ship properly.

that's gonna require manual labor, mcuh more than just converting to 3 or 4 level.  Most of the ship shows up as black and the bright parts as dark gray, so it's technically not even visible.  I would raise the contrast some before converting, and get rid of all color first.

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #12 on: May 12, 2011, 12:52:23 pm »
duh. jk. Seconded Ashbad.
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Offline ACagliano

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #13 on: May 12, 2011, 12:53:58 pm »
Can we just find an easier image?

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Re: Star Trek reloaded (bad pun on the 'ld' command)
« Reply #14 on: May 12, 2011, 12:54:15 pm »
also, I took the liberty of writing a quick EXAMPLE 3 level gray rendering routine in assembly.  I just took a few minutes to basically show how it'll work in theory -- in implementation I have no idea how this would look, it has some mistakes I'm sure and no interrupt triggering.  But here's what it shoudl look generally like:

Code: [Select]
Level3copyInt
LD HL, Buf1 + 767
LD DE, Buf2 + 767
PUSH HL
PUSH DE
LD C, $10
LD A, $04 ;this uses Y auto-decrement mode ;)
OUT (C), A
LD B,64
LD A,12
PUSH AF

@ ;set to last row
.db $ED,$70
JP M,{-1@}
OUT (C), $BF
@ ;set to last column
.db $ED,$70 ;IN F, (C)
JP M,{-1@}
OUT (C), $2E
LD A,12
PUSH AF
@
LD A, (HL)
AND %10101010
DEC HL
PUSH HL
PUSH AF
LD A, (DE)
AND %01010101
DEC DE
POP HL
OR H
POP HL
@
.db $ED,$70 ;IN F, (C)
JP M,{-1@}
OUT ($11),A
POP AF
PUSH AF
EX DE, HL
DEC A
CP $00
JR Z,{-2@}
DJNZ {-3@}
@
RET