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WVL
Registered: Mar 2002 Posts: 902 |
Pinball Dreams discussion forum
Hey guys/girls,
instead of updating my homepage all the time, I though I could open a new thread here instead. This will also allow other ppl to comment on the development.
okay, so whassup at the moment?
Well, Last month I completely restarted from scratch on the code. Why? Well, first I wanted to concentrate more on getting the game to run in less memory, also I wanted to focus more on accurate simulation of the ball and some small other things...
What I have done till now :
1 - spawned the ball ;-)
2 - added gravity to the surroundings, the gravity data is now RLE encoded, so it doesn't take up much memory anymore. Used to eat 20 blocks of memory, now I think a map would use 3-4 blocks..
3 - I changed the gravity routine to use polar-based vectors instead of cartesean, much more accurate!
4 - added a debug mode to the movement routines, you're able to pick up the ball with the firebutton and move it around. Let go of the button and you drop it on the table again.
5 - Worked on an accurate (within 1 'bradian' degree) direction calculation routine. This routine will be used for both friction calculations and calculating new directions after collisions. So it needs to be
6 - added a (simple) friction routine.
7 - I put a small preview on the web ;-)
get it at http://www.interstyles.nl/pinball.rar
okay, what am I up to now?
1 - increase the speed accuracy to 24 bit, I need this because the friction only affects speed in the last 3 bits or so, so it's not accurate at all..
2 - add spin to the ball, so it is allowed to roll.. (also gives effect to the ball like top-spin and such)
3 - dunno yet, I'll see what is the next logical step after that.. probably the new method of collision detection, dunno..
I'm thinking of putting the sourcecode online as ascii file, so everyone can check it out...
Suggestions? Questions? other stuff?
greets, Werner
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AmiDog
Registered: Mar 2003 Posts: 97 |
Ping! Any progress? |
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Rayne Account closed
Registered: Jan 2002 Posts: 30 |
I thought it was cancelled because 64k are not enough to hold all necessary contents in memory. |
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AmiDog
Registered: Mar 2003 Posts: 97 |
That's really sad if true. How about making the last/latest sources available somewhere? |
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Flavioweb
Registered: Nov 2011 Posts: 463 |
Should be developed for some crt like easyflash or similar... if the problem is to have more space for data... |
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Nith
Registered: Jan 2013 Posts: 15 |
Using a RAM expansion crt wouldn't help if you need to hold too much data in memory at the same time. You can't address more than 64KB and so the only way is to swap data segments between C64 and cartridge RAM afaik. |
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Flavioweb
Registered: Nov 2011 Posts: 463 |
I don't know exactly what kind of data needs to be fitted in 64k at same time, but if we have a "bank switchable" rom device, like EF, we can have all necessary data on rom and switch between banks -just in time- to use it... |
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bugjam
Registered: Apr 2003 Posts: 2589 |
Now we really have to hurry up - CPC is about to overtake:
http://www.indieretronews.com/2019/02/pinball-dreams-cpc-fantas..
!!!!1! :-) |
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Jammer
Registered: Nov 2002 Posts: 1335 |
Gotta say that - CPC pallette is definitely more suitable for this game :P |
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spider-j
Registered: Oct 2004 Posts: 498 |
Thin ice, Jammer, thin ice... :-P |
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Raistlin
Registered: Mar 2007 Posts: 680 |
Wow, the CPC palette... it’s how the C64 would look if someone punched you repeatedly in the face, so your eyes are swollen and bloody, right before you look at the screen.
C64 palette is the best 16 colour palette out there and I won’t hear any different. |
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