Tempest is possible

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CunningFellow
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Re: Tempest is possible

Post by CunningFellow »

D3thadd3r,

Here is the latest source code for the main branch (the last HEX file shown)

Can you make sure you can compile it.

https://drive.google.com/folderview?id= ... sp=sharing
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uze6666
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Re: Tempest is possible

Post by uze6666 »

Uze, do you have an idea/preference for the 2000 font.
I do not have enough ramTiles to do a keystone shaped font like the original t2k
I'll have a look with my fonts collection, trying to have it a bit smaller perhaps to consume less tiles.
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D3thAdd3r
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Re: Tempest is possible

Post by D3thAdd3r »

CunningFellow wrote:Can you make sure you can compile it.
I will give this a go tonight. Just put it in the kernel trunk and it compiles like all the other games or are there special considerations?
CunningFellow
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Re: Tempest is possible

Post by CunningFellow »

D3thAdd3r wrote:
CunningFellow wrote:Can you make sure you can compile it.
I will give this a go tonight. Just put it in the kernel trunk and it compiles like all the other games or are there special considerations?
As far as I know yes.

Because I did not rename the video mode stuff it will break VectorGame.

The revised mmc stuff should not break anything.
CunningFellow
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Re: Tempest is possible

Post by CunningFellow »

I had a problem with frame syncing in both vectorgame and t2k

I would have thought

Code: Select all

while(!GetVsyncFlag());
ClearVsyncFlag();
Would pause the code till a new video frame.

However for quick frames it did not and I would run multiple ticks per 1/60th second period.

I solved this by making my video mode just inc a counter every frame and did in my game code

Code: Select all

FrameNoTemp = FrameNo;
while(FrameNoTemp == FrameNo);
Is/was there something I was missing with how the vsync flag should have worked?
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uze6666
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Re: Tempest is possible

Post by uze6666 »

The "official" way to wait for vsync is WaitVsync (n); where N is the number of fields to wait.

At first sight, that approach should work, I'll check exactly why it doesn't work.

Edit: I assume you set the flag in you video mode at the end of each field?
CunningFellow
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Location: Brisbane, Australia

Re: Tempest is possible

Post by CunningFellow »

Sorry - still going very slow. I am still going through speeding up some things.

Here is a demo showing how the jump will look.

The actual Z for objects and collision detection isn't quite working I have to still get my head around how I am going to do it with little RAM and clocks.

Here is the HEX file

https://drive.google.com/open?id=0B2E4a ... authuser=0

And here is the movie file again if you have not already downloaded it. (it has not changed since it got so bit it needed zipping. Windows ZIP will not work. Use PK/7Zip)

https://drive.google.com/open?id=0B2E4a ... authuser=0
CunningFellow
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Re: Tempest is possible

Post by CunningFellow »

Got a good few hours work done on this today.

Check out this one

https://drive.google.com/open?id=0B2E4a ... authuser=0

You still need the same movie file posted previously

a = shoot
left = left
right = right
up = super zap
down = jump

The spikes are not quite correct during zoom (level 5+ the spikers start)

And I still need to fine tune the speeds/bullet-power etc.
CunningFellow
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Location: Brisbane, Australia

Re: Tempest is possible

Post by CunningFellow »

This is choice :)

https://drive.google.com/open?id=0B2E4a ... authuser=0

Same movie file again

https://drive.google.com/open?id=0B2E4a ... authuser=0


This now has the

Title Screen
Credit Screen
Demo/Attract mode (with some pretty average AI)

Press START and the game will start

Left = Left
Right = Right
A = fire
UP = super zap (currently has infinite)
Down = jump (always have jump no need to get powerUP)
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kivan117
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Re: Tempest is possible

Post by kivan117 »

Today's the first time I actually had time to sit down and see how far T2K was progressing. Been reading the updates on the forum here but was too busy to try it out. WOW. Seriously impressed. Your assembly wizardry is pretty astounding. I wish I was better at it, but it's really fun. The amount of polish the title screen, credits, and attract mode adds cannot be overstated either. When this is all done I feel like it honestly deserves its own rotary encoder based controller. No other way to really get the proper feel. Makes me really want to build my own Uzebox based arcade cabinet :) Great work, man. Keep it up!
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