Search found 1256 matches

by CunningFellow
Mon May 27, 2013 12:41 am
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 119420

Re: Uzebox Code Challenge 2013 Opens!

0 = number of 60hz fields it took to draw that scene. So (n+1)/60 frames per second. If you don't split "logic" and "draw" you have have 1/60th second frame rate to avoid flicker. If you split logic and draw you can lower the number, but the "draw" still has to fit in frame flyback period to avoid f...
by CunningFellow
Sat May 25, 2013 11:40 pm
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 119420

Re: Uzebox Code Challenge 2013 Opens!

Woa, that's pretty awesome! :mrgreen: I confirm it works perfectly on the hardware! Oh - here is the first test that was flogging it as much as possible. "S" is the hardest/slowest char to draw so I did just a whole lot of them. The two counters down the bottom are Frame Rate Free ramTILEs You will...
by CunningFellow
Sat May 25, 2013 10:20 pm
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 119420

Re: Uzebox Code Challenge 2013 Opens!

Pitfall, Had not though about clipping the lines yet. That was just a quick test of my "fake 3D perspective mode 7" trick. Super Nintendos had a trick called mode 7 where they lay a 2D tile flat like that to make it look 3D. There I am manipulating objects in the normal X/Y cartesian points, but it ...
by CunningFellow
Sat May 25, 2013 4:56 am
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 119420

Re: Uzebox Code Challenge 2013 Opens!

I've done some more heavy tweaking of Mode6 to include a "Mode 7" trick.

I think I have this "vector" gig sorted now.

Can someone with real hardware please check I have not broken the render engine. As previous it works on the emulator but I don't have HW built yet.
by CunningFellow
Mon May 20, 2013 9:45 pm
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 119420

Re: Uzebox Code Challenge 2013 Opens!

Thanks,

I will look into the extra zeros. I suspect it may have something to do with my "sections" to house the tileRam and VRAM.

I know it runs on real hardware. I have got some quick line draw routines. I am pretty confident I can cobble together some game logic in a week :D
by CunningFellow
Mon May 20, 2013 6:32 am
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 119420

Re: Uzebox Code Challenge 2013 Opens!

Can someone please check these on real physical hardware. I have not had time to build one yet. They both are OK in the emulator, but I did change mode6 a lot along the way. One of them is testing the text/font output routines and the other is just drawing a lot of rocks on the screen with the new s...
by CunningFellow
Sun May 19, 2013 7:20 am
Forum: Games & Demos
Topic: Asteroids - maybe not - now with movement.
Replies: 33
Views: 17047

Re: Asteroids - maybe not - now with movement.

Get a load of these apples. There are still some minor gains to be made if need be, but the bulk of the heavy lifting is done. For example, I don't actually need to read nextFreeRamTile all the time, but the gains to be made are so small I thought I would leave it. Biggest gains are realising you do...
by CunningFellow
Sat May 18, 2013 1:55 am
Forum: Games & Demos
Topic: Asteroids - maybe not - now with movement.
Replies: 33
Views: 17047

Re: Asteroids - maybe not - now with movement.

At present I have only allocated 128 ramtiles (1024 bytes) so I have more ram free for object data.

I may change it to 256 ramtiles in the end, but I think 128 should be enough for all the action on screen in asteroids.
by CunningFellow
Fri May 17, 2013 6:58 am
Forum: Games & Demos
Topic: Asteroids - maybe not - now with movement.
Replies: 33
Views: 17047

Re: Asteroids - maybe not - now with movement.

I now have a stable and very fast base to be using for the game I can draw lines many many times faster than the base code that was in "video mode 6" I have the VRAM / tileRAM being cleared during render. My limit now is tileRAM. I only have 128 tiles so I run out of them before I run out of draw_ti...
by CunningFellow
Mon May 13, 2013 7:10 am
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 119420

Re: Uzebox Code Challenge 2013 Opens!

A little bit over 2 weeks to go. How is everyone getting on ?