PAC-MAN-RED, on Thu Mar 24, 2011 11:46 AM, said:
grafixbmp, on Sun Mar 20, 2011 7:03 PM, said:
OK got a crazy idea from a McDonald's toy. Once upon a time Mc D's had about 5 or 6 handheld LCD videogames. They have actually done this a few times and for one of thoes times the theme was SEGA ips one of which was spyro andwas the most elaborate for a cheap toy. Anyway I have one and the unique thing about it is it was in color and you had to pass light through it to see it. there was a pullaway panel so you could play inn the sunlight. To top it all of it was a 3d maze game. Some of you may know of this game. Well, I decided to draw out this digital screen because I go the idea of doing a 3d game engine based on the principals of so-called "sectioning off" areas and enough areas in a table can be called up to render as such. Anyway I wanted to post this pic hoping others could see what I see in the potential of inspiration from it I was getting.
spyrocastlemaze.PNG
I think you may have successfully stumped everyone with this.

Not being familiar with the toy at all, I searched around a bit, but couldn't find any pics showing the screen, or even a video... no surprise there. As you probably already know, A 3D maze game is possible as seen with
Skeleton or Sketelon+ by
Eric Ball. A game that looked like that Spyro one who be nice to see.
Here is an amazon link with images of the games but none of the screens.
http://www.amazon.co...ASIN=B003XUO4GK
Yes, I've played skeleton and even merlin's walls all of which are great games.
The 'inspiration' I was getting from this game, led me back to and old game I discovered when I was a young teenager in an old computer programing magazine called "Lumpies of Lotis 4". There never was a 1 2 or 3 Ththe name was just completely random. It was written out in I think GW basic for IBM PC junior. I had tried to get it working on a Tandy long ago but to no avail. I tried to take the games description and images as a template for programing it in basic for a commodore 64. I got many of the graphics done, but back then my logical mind wasn't very logical in that I couldn't figure out how to store data in tables and arrays for maze navigation. However I figured out that I could draw out every possible screen that would be seen in the maze world which totaled around 32 screens. Nothing had to be processed just displayed from the list of images.
Between the way LCD games work (prerendered screens with everything about the game present) and the way I was doing the old game Lumpies of Lotis 4, a rather advanced looking 3d maze could be done with bB. If The screen was virtually sectioned by 4 collumns (byte width) and 5 to 7 sections tall as a grid, then as one would move through a maze, there would be spaces of the maze each having 4 major directions depending on which way you were facing. Each space in the maze has a small list of addresses which tells the memory reserved for the screen which groups to load to 'build' the screen for the area you are in. I even wanted to throw in the ability to have sub 45 degree transition shift instead of just strait 90 degree 4 directions.