Gip-Gip Posted September 15, 2014 Author Share Posted September 15, 2014 I don't understand what you're doing so maybe this is non sequitor do you understand that the collision flags get set during drawscreen and will reflect the missile position at that time also c01d2 has missile1y = missile1y + 1 is that really what you wanted? In render ws01 = 4 is not in your test range(s) Thank you for pointing out that I was making the missile go in the wrong direction in c01d2! Also, i did not know that collision flags are set when drawscreen is called. will be fixed! Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted September 15, 2014 Author Share Posted September 15, 2014 (edited) Alright, after a small code fix it is partially working! Walls aren't changing sized properly, but that will be fixed soon! Also, due to the extra drawscreen, the screen flashes on an off constantly! So, if you are an epileptic, be wary! https://dl.dropboxusercontent.com/u/102110774/2600DEV/RAYCASTER.txt Edited September 15, 2014 by Gip-Gip Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted September 16, 2014 Author Share Posted September 16, 2014 (edited) Alright, I have decided to use sprites instead of the playfield for level making, getting rid of the flicker and speeding up the process but loosing a sprite and the render distance. For some reason, the screen doesn't appear to be drawing. Code: https://dl.dropboxusercontent.com/u/102110774/2600DEV/RAYCASTER.txt Edited September 16, 2014 by Gip-Gip Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted September 17, 2014 Author Share Posted September 17, 2014 (edited) Amazing raycaster for the 2600! http://atariage.com/forums/topic/229083-ray-casting-engine-demo/ Seriously, this is purely amazing, granted it uses the ARM processor for nearly the entire process. Edited September 17, 2014 by Gip-Gip Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted September 26, 2014 Author Share Posted September 26, 2014 (edited) I have decided to stop development of the raycaster because I feel like I am too ill researched on how they work and I also have almost no understanding of the required math, and I have almost no time to learn any of it or work on the project itself. I have appreciated all your help and I have learned so much! I will continue development when I have a better education and more time, but until then, sadly, development will halt for my edition of the raycaster. Edited September 26, 2014 by Gip-Gip Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted September 30, 2014 Author Share Posted September 30, 2014 as opposed to what I said in the last post, I am still working on the raycaster, just using arrays instead of sprites or playfields. the new version is hopefully more fast and stable than the last concept. Still having problems, though, so please help me debug if you can: https://dl.dropboxusercontent.com/u/102110774/2600DEV/RAYCASTER.txt Quote Link to comment Share on other sites More sharing options...
iesposta Posted September 30, 2014 Share Posted September 30, 2014 If your playfield: definition is inside the game loop, every loop will clear the pfpixel changes you have made. Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted September 30, 2014 Author Share Posted September 30, 2014 If your playfield: definition is inside the game loop, every loop will clear the pfpixel changes you have made. That is so the screen does not generate a HOM effect. I don't see how that would cause the problem, but I might as well check it out. Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted November 19, 2014 Author Share Posted November 19, 2014 Sorry nothing has been accomplished lately, I have been learning how frustrating it is when hard drives fail. Now since I have had more experience with DASM when I eventually remake the raycaster it will most likely be programmed in DASM. But it might be a while, so don't expect anything anytime soon. Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted April 11, 2015 Author Share Posted April 11, 2015 (edited) After being idle for about 5 months I got a few ideas down: The display will be 15x11 playfield pixels. It could be considered unbearable, but the raycaster will be able to render the scene in just 1 frame(hopefully). The raycaster will be programmed in DASM assembler, taking away from the readability but allowing me to increase the vsync so the Atari can have more time to render. The raycaster will mainly be programmed for NTSC televisions. The height of each playfield pixel will be 2 scanlines. Since I have not finished the raycaster this is about what it should look like: Once I get more of the code done I will post a link to the source. Edited April 11, 2015 by Gip-Gip Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted April 11, 2015 Author Share Posted April 11, 2015 (edited) After being idle for about 5 months I got a few ideas down: The display will be 15x11 playfield pixels. It could be considered unbearable, but the raycaster will be able to render the scene in just 1 frame(hopefully). The raycaster will be programmed in DASM assembler, taking away from the readability but allowing me to increase the vsync so the Atari can have more time to render. The raycaster will mainly be programmed for NTSC televisions. The height of each playfield pixel will be 2 scanlines. Since I have not finished the raycaster this is about what it should look like: Once I get more of the code done I will post a link to the source. Edited April 11, 2015 by Gip-Gip Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted November 14, 2015 Author Share Posted November 14, 2015 So I finally came up with an alternate render method, which goes though an 256 byte array and draws the walls in accordance to the player's location. The flagging(wall detection) and actual rendering will occur in different blanks(the flagging in VBLANK, as it will take longer). While it may be a few months before I actually update you on this, I will try to implement this some way within the next week. Quote Link to comment Share on other sites More sharing options...
Gip-Gip Posted November 16, 2015 Author Share Posted November 16, 2015 Topic continues here: http://atariage.com/forums/topic/245683-3d-renderer-ideas-and-codein-some-form/ Quote Link to comment Share on other sites More sharing options...
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