| |
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
|
|
... 163 posts hidden. Click here to view all posts.... |
| |
Oxbow
Registered: Dec 2001 Posts: 51 |
aehhhh.. compo it is!
|
| |
WVL
Registered: Mar 2002 Posts: 902 |
btw, I thought we'd keep x2004 a secret for a while, but now it's too late ;) |
| |
WVL
Registered: Mar 2002 Posts: 902 |
coming back on the errors in the collision routines : it's definately in the angle-calculation bit, not in the calculation from the new speeds from the old angle and old speeds or the calc of the new angle. |
| |
WVL
Registered: Mar 2002 Posts: 902 |
and nailed it... one more bug down the drain :) |
| |
Pater Pi Account closed
Registered: Jan 2002 Posts: 121 |
Nice (:
Guess it"s hard to keep x2004 a secret when it"s allready on the c64.sk partyscope.
I really look forward to that party as the last x-party was the first (and best (: ) party i have ever been.. |
| |
WVL
Registered: Mar 2002 Posts: 902 |
erh.. how did that get there? Guess I'll have to spank someone (who first? Niels or Oxbow? bend over please!) |
| |
drake Account closed
Registered: Dec 2002 Posts: 207 |
hard to believe there will be a new issue of xparty again. i hope the entry fee will not be too high like past years. don't wanna spend 50 euro or something for free beer and chats with the 'elite' |
| |
WVL
Registered: Mar 2002 Posts: 902 |
anyway, *if* pinball dreams is playable at X, we'll have a compo. And I promise to give away a nice prize for the winner :
A c64 with flipper buttons on the left and right side (arcade buttons, red), which work with Pinball Dreams. |
| |
WVL
Registered: Mar 2002 Posts: 902 |
Hey guys!
last nite I got an idea to make more colors possible on the ball, without costing more CPU power to calculate the sprites. It's quite a nice trick with priority. right now I made the ball in 2 colors, can be more but I think 2 is okay.
Also fixed one more bug in the collision routine.
check it out for yourselves :
http://www.interstyles.nl/MAIN.TXT <-sourcecode
http://www.interstyles.nl/MAIN2.PRG <-runable binary
next thing to do is to really finish the collision routine, which is now 90% done.
anyway, is someone interested in writing a detection-subroutine for the game?
it needs to detect the following stuff :
pal/ntsc
Action replay
Retro Replay
c128
REU
SCPU
emulator (I need this, because of the choice for the flipper keys, left-shift and right-shift can't be used on emulators!)
reu/ar/rr/c128 is no problem for me to write, but can someone give clues about a good emu/ntsc/scpu detector? (or give me some sources ;)
I want to use RR/AR/c128/REU/SCPU for storing the menucode/data, so I don't have to reload later on.
also I want to use REU/SCPU for scrolling, so those systems can have a bigger screen...
grtz Werner |
| |
iopop
Registered: Dec 2001 Posts: 317 |
For NTSC detection just check if you can reach raster line $137 then your in PAL land.
Something like this.. (NTSC detection ripped from Sailor/TRIAD)
lda $d011
bmi *-3
lda $d011
bpl *-3
Loop:
lda $d012
cmp $d012
beq *-3
cmp #$37
beq onlypal
lda $d011
bmi loop
if you gotten here you're on ntsc..
onlypal:
|
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | ... | 18 - Next |