Awesome work.
Needs some throttle steering to add to the fun.
And should the pedestrians turn red when hit?
Search found 1488 matches
- Tue Jul 29, 2014 3:56 am
- Forum: Games & Demos
- Topic: Top down racer
- Replies: 35
- Views: 26228
- Mon Jul 28, 2014 10:09 pm
- Forum: Uzebox Code Challenge
- Topic: UCC2014: The Uzebox Code Challenge! (Extended to Nov 1st)
- Replies: 43
- Views: 67810
Re: UCC2014: The Uzebox Code Challenge is back!
Don't make extra time on my behalf. I am one of those people that will keep improving and working on the engine till 3 days before the end and then rush the game logic to finish it. I have enough back end stuff done now that I could make a decent game, but I know there is still 20% + speed gains to ...
- Sun Jul 27, 2014 11:38 pm
- Forum: Uzebox Code Challenge
- Topic: UCC2014: The Uzebox Code Challenge! (Extended to Nov 1st)
- Replies: 43
- Views: 67810
Re: UCC2014: The Uzebox Code Challenge is back!
OH - dear lord. I'm going to have to push to finish by September.
Doesn't time creep away from you.
Doesn't time creep away from you.
- Fri Jul 25, 2014 5:36 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 707
- Views: 330214
Re: Tempest is possible
OK - the tear on the side of the frame looks like I am taking too long every 16th scan line when I have to read the CRC/Stuff. No problems as I have 80 or so "WAIT" clocks there. I must have just calculated wrong. If I get that WDR thing working it will be easy to fix. The uSD card diagona...
- Fri Jul 25, 2014 1:26 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 707
- Views: 330214
Re: Tempest is possible
Real hardware needs 17 clocks between an OUT and an IN to get valid data.CunningFellow wrote: ALSO - Is there a definitive answer on how many cycles you need between sending a byte out the SPI port? 16, 17 or 18 ?
The emulator lets you get away with 16
- Fri Jul 25, 2014 1:11 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 707
- Views: 330214
Re: Tempest is possible
Try deleting the last 200 or so lines of ZERO. I remember someone had a similar problem with my HEX file for VectorGame. I had a look at the HEX file with some formula in a spreadsheet. It did not exceed 64K, but those last few 100 lines are over writing memory addresses. It looks like it is taking ...
- Thu Jul 24, 2014 8:57 pm
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 707
- Views: 330214
Re: Tempest is possible
Something quite funny. When I compile in eclipse, it tells me I have 9K of used flash. which is impossible as "renderline" is 24K by itself. I know from summing the different bits I have 33K so I guess eclipse does something wrong when it is adding in the fixed memory location sections. Fu...
- Thu Jul 24, 2014 5:34 am
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 707
- Views: 330214
Re: Tempest is possible
Thats funny. I only make it out to be 33K
- Wed Jul 23, 2014 9:01 pm
- Forum: Games & Demos
- Topic: Tempest is possible
- Replies: 707
- Views: 330214
Re: Tempest is possible
On real hardware the webs wont look right. I am not parsing the FAT yet to find the file. I am cheating by hard coding the SD-E,ulated address of the file aaaaaaaa.uzm into the C code. In a couple of days I should have the MMC / FAT stuff sorted so it looks OK on real hardware. If the real hardware ...
- Wed Jul 23, 2014 10:52 am
- Forum: Uzebox Derivatives & open source consoles
- Topic: game console project/HQVGA timing parameters
- Replies: 5
- Views: 8424
Re: game console project/HQVGA timing parameters
I thought VGA had a minimum V resolution of 480 and anything lower res than that had to be sum kind of line double/triple. So for your 160 V resolution you would just do the normal 640x480 timing of syncs and then have the dot clock 2.66 times longer and display each row 3 times. I don't think there...