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Flying Shark


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#26 sometimes99er OFFLINE  

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Posted Fri Sep 8, 2017 1:19 PM

Awesome.

#27 arcadeshopper OFFLINE  

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Posted Fri Sep 8, 2017 2:24 PM

this is awesome! 



#28 artrag OFFLINE  

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Posted Sat Sep 9, 2017 5:07 AM

It looks awesome ! Greetings!



#29 Asmusr OFFLINE  

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Posted Fri Sep 15, 2017 3:14 PM

Latest update: you can shoot a few things.  :)

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#30 LASooner OFFLINE  

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Posted Fri Sep 15, 2017 5:28 PM

Looking really good. Only played it on JS99.net but it's moving really fast and smooth. Well done.



#31 artrag OFFLINE  

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Posted Sat Sep 16, 2017 2:03 AM

Awesome!

 

 

A question :

- How do I shoot in JS99 ? I cannot find the key

 

A suggestion:

- Why not adding a smple animation of the tile for sea?

All you need to do is to chanage the tile definition while scrolling. There is no computational overhead nor extra VRAM usage if you take the 8 scrolling steps from 8 animated frames of the waves

 

;)

 

tumblr_o4kwyhsrOI1rsgx3eo1_500.gif


Edited by artrag, Sat Sep 16, 2017 3:17 AM.


#32 Asmusr OFFLINE  

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Posted Sat Sep 16, 2017 3:30 AM

A question :

- How do I shoot in JS99 ? I cannot find the key

 

Use the Tab key.



#33 ti99iuc OFFLINE  

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Posted Sat Sep 16, 2017 4:45 AM

Latest update: you can shoot a few things.  :)

 

It is so niiice ! I played it until the 2° level with ships... it is higly playable and great already. Thanks



#34 Asmusr OFFLINE  

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Posted Sat Sep 16, 2017 8:26 AM

A suggestion:

- Why not adding a smple animation of the tile for sea?

All you need to do is to chanage the tile definition while scrolling. There is no computational overhead nor extra VRAM usage if you take the 8 scrolling steps from 8 animated frames of the waves

 

Yes I will probably do that later, but it requires some changes because I'm currently storing one 8x16 tile for 8 frames instead of 8 8x8 tiles for 8 frames. My current approach only takes 1/4 of the space, but I guess I have enough room on the cartridge.



#35 artrag OFFLINE  

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Posted Sat Sep 16, 2017 1:14 PM

Maybe you could deal with animated tiles as axceptions instead of explanding all tiles by 8



#36 Asmusr OFFLINE  

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Posted Sat Sep 16, 2017 2:03 PM

Maybe you could deal with animated tiles as axceptions instead of explanding all tiles by 8

 

Maybe, but there are quite a lot of tiles that involve water, e.g. 28 on level 2.



#37 artrag OFFLINE  

artrag

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Posted Sat Sep 16, 2017 3:54 PM

By "tile" you mean a couple of adjacent characters, do you?
I expect a lot of "tiles" when you have transitions with ground, ships, shadows etc.
Using pointers, you can use the same code for accessing to independent frames and to data within a 16 byte frame

Edited by artrag, Sun Sep 17, 2017 5:27 AM.


#38 Sinphaltimus OFFLINE  

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Posted Sun Sep 17, 2017 10:07 AM

I smashed in to the edge of the world.

Attached File  Untitled.png   46.01KB   0 downloads



#39 Asmusr OFFLINE  

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Posted Sun Sep 17, 2017 12:41 PM

By "tile" you mean a couple of adjacent characters, do you?
I expect a lot of "tiles" when you have transitions with ground, ships, shadows etc.
Using pointers, you can use the same code for accessing to independent frames and to data within a 16 byte frame

 

Yes.

I do maintain a list of addresses (pointing into the ROM bank) of the characters to upload, but I only update the list every 8th frame. In other frames I just add an offset (1-7) to the addresses. It's much more efficient simply to switch to a new ROM bank every frame rather than trying to figure out which characters to treat specially. This means I would have to use a 512K ROM instead of a 256K ROM, but the cost difference of producing a physical cartridge is minimal (if any), and for the FinalGROM it doesn't matter at all.



#40 Ksarul OFFLINE  

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Posted Sun Sep 17, 2017 8:37 PM

You are right that there is minimal to no cost difference between the 256K and the 512K chips, @Rasmus (a few cents per chip at most). Sometimes the larger chips actually come out cheaper. . .it all depends on quantity and source availability at the time I need the chips. All other costs would be the same, as they both use identical cartridge parts for everything else.



#41 fabrice montupet OFFLINE  

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Posted Today, 2:16 PM

Great!






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