Recent Posts

71
Spectrum Next / Re: Warhawk Progress
« Last post by Lobo on March 10, 2018, 08:58:32 pm »
It was recorded directly off hdmi. But, I think the compression used to upload to YouTube has caused the artifacts. Cause they are not there on hardware.

Ye I figured its bloody compression, damn weird. Also..he died very soonish and painfully so, hopefully people will stick to the game to see the rest as I don't think its awfully hard (and I find a lot of games hard nowadays), tho it does need some practice and remembering patterns of attack as usual.  ;D
Reminds me, it would be nice to have some place where the global hiscores can be uploaded cause I will be the best for sure by Crom! :)
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Spectrum Next / Re: Warhawk Progress
« Last post by flash on March 10, 2018, 08:43:21 pm »
It was recorded directly off hdmi. But, I think the compression used to upload to YouTube has caused the artifacts. Cause they are not there on hardware.
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Spectrum Next / Re: Warhawk Progress
« Last post by Lobo on March 10, 2018, 08:36:39 pm »
Interesting filebrowser on next. :P

Looks nice, tho that compression on youtube is weird, I see a bunch of gray artifacts surrounding the status panel.
How did he recorded this (if you know)?
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on March 10, 2018, 08:20:27 pm »
is the distance covered per frame important ? if not. I'd suggest to advance one pixel at a time, either horizontally or vertically depending of whether you're above or below the line between x1,y1 and x2,y2. That way, you're sure you keep precision.
(ps. Maybe this should be all moved into another post, though. It has definitely no more relationship to homebrews on DS :P)
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by flash on March 10, 2018, 08:02:23 pm »
Though, with all the z80 code that's been made, I was hoping there would be an efficient and fast routine already written. Really rather not reinvent the wheel.

ps. Soooooooooo easy on ARM :)
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by flash on March 10, 2018, 07:57:18 pm »
I did try that

I took the greater of x or y step, made it 1 (for the speed) and then kept the difference between the original number and 1. I then used that to scale the lower number by the same fraction. Almost worked, but precision was lost.
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by PypeBros on March 10, 2018, 07:20:18 pm »
I don't know how much the Z80 loves divisions, but if you scale it to one block horizontally, the corresponding vertical offset could be used to lookup by how much the values need to be scaled to have unit norm, right ?
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General Discussion / Re: More homebrew on Nintendo DS ?
« Last post by flash on March 10, 2018, 04:49:26 pm »
Just putting this out there...

Looking for code for fast directional fire. ie. from x1,y1, heading to x2,y2 and beyond. Tried several ways of doing it in z80, but the problem is accuracy and maintaining a constant speed at any direction. I want to avoid Bressenhams as the overhead is too much, and angle calculation is overkill also. Using 8.8 fixed point, you can get an object to travel directly to another by using the x1-y1 x2-y2 offsets and using the sign. But, the downside is the the offsets are not normalised. So, the closer x2,y2 is to x1,y1 then the slower the step.

Anyway, if anyone spots anything anywhere - I would certainly be interested.
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Spectrum Next / Warhawk Progress
« Last post by flash on March 10, 2018, 04:33:46 pm »
didn't realise I started coding the Next in Aug last year - christ I have been lazy :)

Anyway, released a little two level demo of Warhawk a couple of weeks again and had some wonderful feedback on it. One nice chap managed to grab a video of it on hardware, so thought I would share here :)

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Other Games & Projects / Re: Project: Newb
« Last post by flash on March 10, 2018, 04:27:31 pm »
Haha, true. Flash is the 6510 guy though - I'm into Z80 ... but I can't even have that to myself as Flash is moving into my territory too :) :)

Welcome to the madhouse ;D

Ha ha sokky :) Not my fault - they made me do it!

Hello Stigzler old bean. Nice to see you here :)

Not entirely sure what you are trying to do with the list of words? There may be a better way to organise perhaps, even tokenise. I take it you want dialog to just use indexes to words? Each word would need 2 bytes if you wanted to have more than 255 words. But.. do you need that many?

The easiest way is to split the words. ie. "TH", "IS", "ING" etc. But you would still need a minimum of 9 bits per word. The 9th bit to denote if using an indexed word or not. If set, then the remaining 8 are the index of the word, if clear, then the 8 bytes (not all needed of course) are the ASCII code. This also has the benefit for punctuation etc. Of course, you could use 4.8 and use the 12th bit for signal, and the remaining 11 bits as the index.

Anyway, I digress... I do that a lot lol

As for finding the text in an array, It all depends on how much memory you can allocate and how quick you need it to be? Not coded 6510 for a while, so a little rusty :)