sometimes99er Posted February 13, 2012 Share Posted February 13, 2012 (edited) 3D effects #1 Edited April 5, 2018 by sometimes99er Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 14, 2012 Author Share Posted February 14, 2012 (edited) No animation this time, but use joystick to move. Edited April 5, 2018 by sometimes99er Quote Link to comment Share on other sites More sharing options...
TEXAS_JOE Posted February 14, 2012 Share Posted February 14, 2012 Very good! I've seen that sprite before .... did you take inspiration from the Atari 2600 VCS "Space Invaders" game ? Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 14, 2012 Author Share Posted February 14, 2012 (edited) Thanks. Yep, it's a copy of (or something very close to) the "laser cannon" from that game. Edited February 14, 2012 by sometimes99er Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 14, 2012 Author Share Posted February 14, 2012 (edited) 3D #3. Massive objects moving through space and time. Edited April 5, 2018 by sometimes99er 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 18, 2012 Author Share Posted February 18, 2012 (edited) I want to take the #2 3D effect and animate it. I did a bit of freehand animation over 4 frames. Like if I move this one down, then I move this two etc. Overall it seems like a nice flow. Essentially it boils down to this: Initially the XB takes some time setting up strings with character patterns. The moving lines are represented by the data above. Each column above represented by a string. Using CALL CHAR one has to chop it up for every 4 characters. Maybe not very effective, but CPU Overdrive might give an idea about what Wilhelm's Compiler can do to it. Though the lines may move as they should, they could as easily give the illusion of moving up (instead of the intended moving down). Redoing the data above would be tedious. Well, Wilhelm could speed things up - or so I thought. There's a compile error, and maybe it would be good practice to pinpoint and eliminate the problem(s), but then my mind wandered off into other setup and solution strategies. What I want to do is have variable acceleration, frame and distribution options. Edited April 5, 2018 by sometimes99er Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 18, 2012 Author Share Posted February 18, 2012 (edited) (XB animation included above) Edited June 6, 2013 by sometimes99er Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 22, 2012 Author Share Posted February 22, 2012 Okay, so Wilhelm doesn't like RPT$. Made a workaround (made a longer string and concatenated it a few times). Well, the compiled version takes quite some time preparing the graphics using all my string manipulation. I assume Wilhelm uses internal TI string handling, and it therefore suffers in the speed department. Here at my end, XB CPU Overdrive matches XB Wilhelm compiled version (at normal speed). Quote Link to comment Share on other sites More sharing options...
Willsy Posted February 22, 2012 Share Posted February 22, 2012 How does Buck Rogers do it? Buck Rogers has thicker 'bars' rather than thin lines. I am guessing that Buck Rogers leaves the background static and simply changes the colour attributes (CALL COLOR)? I seem to remember we may have looked at Buck Rogers before, but my memory isn't what it used to be! Quote Link to comment Share on other sites More sharing options...
Willsy Posted February 22, 2012 Share Posted February 22, 2012 Crude 3D effects #1.1 (added sprite graphics) 100 CALL CLEAR::CALL SCREEN(2)::CALL MAGNIFY(3) 110 FOR C=1 TO 8::C$=C$&RPT$("F",C*2)&RPT$("0",C*2)::NEXT C 120 CALL CHAR(40,SEG$(C$,1,64),44,SEG$(C$,65,64)) 130 FOR C=40 TO 47::CALL HCHAR(C-23,1,C,32)::NEXT C 140 CALL CHAR(36,"0E0A6BF99087CF67371310180C060301E0A0AC3E12C2E64C5890103060C08") 150 CALL COLOR(2,7,1)::CALL SOUND(150,110+S*20,0) 160 CALL SPRITE(#S+1,36,5,120,60+S*40,16,0) 170 CALL COLOR(2,1,7)::CALL SOUND(150,110,30) 180 S=(S+1)AND 3::GOTO 150 This is like the Buck Rogers demo, but I seem to remember that Buck Rogers was smoother. I'll have to see if I can get a version of BR for Classic99 - then I could spy on it in the debugger Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) This is like the Buck Rogers demo, but I seem to remember that Buck Rogers was smoother. I'll have to see if I can get a version of BR for Classic99 - then I could spy on it in the debugger We talked about Buck in the Devastator thread. Put Buck in Classic99, Scroll Lock and press F9 to have a look behind the scenes. Should look something like this ... Edited June 6, 2013 by sometimes99er Quote Link to comment Share on other sites More sharing options...
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