Search found 1349 matches

by CunningFellow
Wed May 29, 2013 1:08 am
Forum: Programming & Software
Topic: Upgrade to Mode 6
Replies: 4
Views: 2221

Re: Upgrade to Mode 6

Yes - I have left the 32 clock cycle <user> HsyncCallback period alone. You would probably not be able to impliment it the way you did in the vector demo though, as your method took 224 bytes of ram. There is no longer that much ram left after I have assigned all the VRAM Tile_Ram Object_RAM You wou...
by CunningFellow
Tue May 28, 2013 12:02 pm
Forum: Programming & Software
Topic: Upgrade to Mode 6
Replies: 4
Views: 2221

Re: Upgrade to Mode 6

These two HEXs represent the limits of what I can draw on the screen in 1/60th of a second. Trying to draw any more on the screen than that causes flicker. A straight list of lines/vectors from memory could probably be quicker, but I am rotating/scaling these ones on the fly. The latest finalised ad...
by CunningFellow
Mon May 27, 2013 3:05 am
Forum: Programming & Software
Topic: Upgrade to Mode 6
Replies: 4
Views: 2221

Upgrade to Mode 6

As per Uze request, Am starting another discussion about Mode6. If anyone wants to know anything about my changes ask here I guess. I will post any more updates I commit to it here. I suspect with the improvements in speed i have made I could possibly fit in a star-wars / empire-strikes-back vector ...
by CunningFellow
Mon May 27, 2013 12:41 am
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 162429

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 f...
by CunningFellow
Sat May 25, 2013 11:40 pm
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 162429

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 ramTILE...
by CunningFellow
Sat May 25, 2013 10:20 pm
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 162429

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 point...
by CunningFellow
Sat May 25, 2013 4:56 am
Forum: Uzebox Code Challenge
Topic: UCC2013: Final Results!
Replies: 124
Views: 162429

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: 162429

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: 162429

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: 26667

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...