
JohnPCAE
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Here is the current plugin plus source for anyone who wants to play with it. I'm using Eclipse Oxygen, so it will likely work with anything newer. Intellivision_1_0_0.zip
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It's an Eclipse plugin so it would work on anywhere you can run Eclipse.
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I've only been working on it for a few hours. There are no settings yet and it's pretty rough, but still...
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Got my add-on recently. Are the boards sold out?
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Been sitting on this for a while. The movement logic had some bugs that would let you walk through walls under certain circumstances. This fixes those bugs. raycast_20200709.zip
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Mine just arrived today!
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Weirdest Intellivision Bug I've Ever Seen
JohnPCAE replied to intvnut's topic in Intellivision Programming
What happens if you replace CALL BUG with B BUG and replace JR R5 with a direct jump back to the loop? -
raycast_20200614.zip Many, many speed improvements to the CS version. With some more changes, this could eventually support larger maps. For instance, Wolf3d maps are 64x64 in size.
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Yet another DR PORTS Intellivision homebrew release coming?
JohnPCAE replied to Rev's topic in Intellivision / Aquarius
Or *the* Doctor? -
IntelliVania for the Mattel Intellivision coming 2020
JohnPCAE replied to Rev's topic in Intellivision / Aquarius
Question: will it have the "Konami Code"? 😛 -
I've started looking at the Wolfenstein 3D source to try to understand how software sprites are done. It seems to be computationally expensive so keeping it fast will be tricky. I also looked at a ton of Wolf3D gameplay videos to understand what features are desirable. First I think I need to try to squeeze as much speed out of this new implementation as I can.
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I was thinking about artag's DDA algorithm posts and something finally clicked. I decided to take another whack at it, and the result is fantastic. No more missing areas at corners, the code is tiny, simple, and maybe twice as fast! raycast_20200419.zip
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raycast_20200418.zip Reworked a lot of code and made many speed improvements to the colored-squares version.
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raycast_20200413.zip I found that simply changing some constants allows me to dither the wall or ceiling, so that allows some more variation. I've also increased the unit height of walls from 8 to 36 (the height when the wall is exactly one unit away from the viewer). This makes walls appear square, which makes them look a lot better when dithered. It would also be necessary if/when I add texture mapping. Also managed to eke out a little more speed from the engine to try to make up for the overhead from dithering. Getting more speed is important since texture mapping would add even more overhead.