Ariane Soft PPL2 Pocket Programming DataMite
  #31  
Old 04-23-2009, 01:50 PM
c4esar c4esar is offline
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Yeah, I suppose it's the acos function... What I described above (my last edit) doesn't work..
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  #32  
Old 04-23-2009, 02:06 PM
c4esar c4esar is offline
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The turning-code is very important. The code has to know if there's already a turning process going on. Otherwise the starting angle for moving the player's coordinates has to be calculated new.
But I solved the problem on my machine by moving the calculating-code to the if clause in mainproc.
I attached the new code...
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Last edited by c4esar; 04-23-2009 at 02:11 PM.
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  #33  
Old 04-24-2009, 09:44 AM
Mike Halliday Mike Halliday is offline
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I can confirm that so far, this has not frozen when running!

It is a little slow when turning, then moving forwards, but I guess that this will improve overtime as we get to optimize the code some more!

This is definately a thread to keep watching now we have the basis of Mode 7 Games!

M.
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  #34  
Old 04-24-2009, 11:31 AM
c4esar c4esar is offline
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I suppose it would be quite difficult to calculate the changing x,y,z's for all sprites. That might slow down the game even more...
But I'm working on a new version, which I suppose to be faster and easier to handle.
It might even support different levels of height, but I'm not sure if I'm able to code what's in my mind.
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  #35  
Old 04-24-2009, 04:26 PM
Mike Halliday Mike Halliday is offline
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Cool.

I have added a basic kart sprite, and a moving sky, but it needs a lot more work on my part - hee hee

Will have something next week to show i think!
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  #36  
Old 04-27-2009, 07:01 PM
Mike Halliday Mike Halliday is offline
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Default Mode 7 akg - Almost Kart Game

Well, here it is, the first screen grab from the Mode 7 surface routine we have been working on, with sprite, sky and hazyhorizon!

Turning is still slow, but the concept is there. The kart sprite even turns left and right when you use the arrow keys!

More to come - I promise!

Mike.
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  #37  
Old 04-27-2009, 07:20 PM
c4esar c4esar is offline
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woohoo! that's looking great!
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  #38  
Old 04-27-2009, 07:52 PM
Mike Halliday Mike Halliday is offline
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Still slow though, and unplayable on pocket pc devices even at over 500mhz!

Will try and get it faster!
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  #39  
Old 05-01-2009, 03:18 PM
Mike Halliday Mike Halliday is offline
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OK, sussed the speed issue,

The smaller the map sprite, the quicker the thing runs.

I get 73fps when the map is only 400 pixels wide but 2048 pixels high.

Rotation is still a bit of a no-no, but again, the smaller the map the quicker the rotation is.

Check out the PC version attached!

Mike
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  #40  
Old 05-01-2009, 08:09 PM
c4esar c4esar is offline
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Yeeeeah! That's really fast!
But I guess if Alain will get to implement it as an "original" feature (if there's time for that after the ppl v.2 launch and everything) it will be even faster.
Didn't get far with my new idea until now... it's slow like #**..
Perhaps I should try it in assembler? Do you know how to address a surface with asm?
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