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Kollaps
FARVEL BIG TECH
  1. Forside
  2. Ikke-kategoriseret
  3. so i think i know my plan of attack.

so i think i know my plan of attack.

Planlagt Fastgjort Låst Flyttet Ikke-kategoriseret
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  • devlin@topspicy.socialD devlin@topspicy.social

    @eniko huh, TIL. I just knew that 23880 is "about 486 dx2/66" speed

    eniko@mastodon.gamedev.placeE This user is from outside of this forum
    eniko@mastodon.gamedev.placeE This user is from outside of this forum
    eniko@mastodon.gamedev.place
    wrote sidst redigeret af
    #13

    @devlin i dunno, i found this https://www.dosbox.com/wiki/Performance which says 26800

    and the dosbox staging conf file suggests 25000

    1 Reply Last reply
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    • tonyg@pubsub.leastfixedpoint.comT tonyg@pubsub.leastfixedpoint.com

      @eniko Ooooh though could you have the first page be 100 displayed, but the offset to the second page start at line 104 instead of line 100? It might just fit, 320x204 = 65280 < 65536...

      eniko@mastodon.gamedev.placeE This user is from outside of this forum
      eniko@mastodon.gamedev.placeE This user is from outside of this forum
      eniko@mastodon.gamedev.place
      wrote sidst redigeret af
      #14

      @tonyg hmm yeah that's a possibility. but none of the qbasic drawing functions would work on that last 4 lines, so that's kind of a problem

      i suppose i could cut those lines and go with 160x96 instead of 160x100?

      tonyg@pubsub.leastfixedpoint.comT 1 Reply Last reply
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      • craigp@mastodon.socialC craigp@mastodon.social

        @eniko Wow, this sure brings back memories. QBasic...

        eniko@mastodon.gamedev.placeE This user is from outside of this forum
        eniko@mastodon.gamedev.placeE This user is from outside of this forum
        eniko@mastodon.gamedev.place
        wrote sidst redigeret af
        #15

        @Craigp its a lot of fun working around the limitations 😄 especially since i'm not using the faster compiled one and i refuse to use assembly tricks

        craigp@mastodon.socialC 1 Reply Last reply
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        • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

          im filling the screen with tiles using PUT and then page flipping as fast as i can. i know dosbox isn't that accurate, but i set the cpu type to 386 and set cycles to 6000 which the conf file suggests is 386-ish (i found somewhere else that said 7800 is better so if anything its running slow)

          and it's running at 52 fps 😄

          nazokiyoubinbou@urusai.socialN This user is from outside of this forum
          nazokiyoubinbou@urusai.socialN This user is from outside of this forum
          nazokiyoubinbou@urusai.social
          wrote sidst redigeret af
          #16

          @eniko It's very approximate, but 6000 would be apx a 386 at almost 33MHz. So yeah, it's a 386, but a pretty fast one.

          Well, most basic was originally meant to run on crazy low stuff like an 8088, so if you're emulating a decent system it's going to go pretty well I guess.

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          • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

            im filling the screen with tiles using PUT and then page flipping as fast as i can. i know dosbox isn't that accurate, but i set the cpu type to 386 and set cycles to 6000 which the conf file suggests is 386-ish (i found somewhere else that said 7800 is better so if anything its running slow)

            and it's running at 52 fps 😄

            eniko@mastodon.gamedev.placeE This user is from outside of this forum
            eniko@mastodon.gamedev.placeE This user is from outside of this forum
            eniko@mastodon.gamedev.place
            wrote sidst redigeret af
            #17

            notched it up to 486 33mhz and added a vblank wait and now its rocking a steady 70fps 💪

            nazokiyoubinbou@urusai.socialN eniko@mastodon.gamedev.placeE 2 Replies Last reply
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            • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

              @tonyg hmm yeah that's a possibility. but none of the qbasic drawing functions would work on that last 4 lines, so that's kind of a problem

              i suppose i could cut those lines and go with 160x96 instead of 160x100?

              tonyg@pubsub.leastfixedpoint.comT This user is from outside of this forum
              tonyg@pubsub.leastfixedpoint.comT This user is from outside of this forum
              tonyg@pubsub.leastfixedpoint.com
              wrote sidst redigeret af
              #18

              @eniko Oh, I see. Yeah, on the second page. That's a shame!

              eniko@mastodon.gamedev.placeE 1 Reply Last reply
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              • tonyg@pubsub.leastfixedpoint.comT tonyg@pubsub.leastfixedpoint.com

                @eniko Oh, I see. Yeah, on the second page. That's a shame!

                eniko@mastodon.gamedev.placeE This user is from outside of this forum
                eniko@mastodon.gamedev.placeE This user is from outside of this forum
                eniko@mastodon.gamedev.place
                wrote sidst redigeret af
                #19

                @tonyg its fine to be honest. making my own variable width font means i'll be able to cram way more text onto the screen anyway, even if its a bit of a pain

                1 Reply Last reply
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                • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                  @Craigp its a lot of fun working around the limitations 😄 especially since i'm not using the faster compiled one and i refuse to use assembly tricks

                  craigp@mastodon.socialC This user is from outside of this forum
                  craigp@mastodon.socialC This user is from outside of this forum
                  craigp@mastodon.social
                  wrote sidst redigeret af
                  #20

                  @eniko When I was using it, I didn't even know what a compiler was. And if I left the machine on for more than an hour, it would overheat and begin randomly flipping bits.

                  Enforced breaks, probably should be part of modern machines too.

                  eniko@mastodon.gamedev.placeE 1 Reply Last reply
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                  • craigp@mastodon.socialC craigp@mastodon.social

                    @eniko When I was using it, I didn't even know what a compiler was. And if I left the machine on for more than an hour, it would overheat and begin randomly flipping bits.

                    Enforced breaks, probably should be part of modern machines too.

                    eniko@mastodon.gamedev.placeE This user is from outside of this forum
                    eniko@mastodon.gamedev.placeE This user is from outside of this forum
                    eniko@mastodon.gamedev.place
                    wrote sidst redigeret af
                    #21

                    @Craigp i tried to make games that ran well but i never got anywhere with it. coming back to it now is like sweet revenge :'D

                    1 Reply Last reply
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                    • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                      notched it up to 486 33mhz and added a vblank wait and now its rocking a steady 70fps 💪

                      nazokiyoubinbou@urusai.socialN This user is from outside of this forum
                      nazokiyoubinbou@urusai.socialN This user is from outside of this forum
                      nazokiyoubinbou@urusai.social
                      wrote sidst redigeret af
                      #22

                      @eniko For a bit of scale, 6000 cycles may be potentially achievable on a 3DS (albeit with shortcuts and less than stellar accuracy in emulation.) I think a Raspberry Pi 3 can possibly handle the 12000ish you're talking about there. Maybe a RPi 2, not sure. (But probably not a 1 or a zero.)

                      1 Reply Last reply
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                      • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                        notched it up to 486 33mhz and added a vblank wait and now its rocking a steady 70fps 💪

                        eniko@mastodon.gamedev.placeE This user is from outside of this forum
                        eniko@mastodon.gamedev.placeE This user is from outside of this forum
                        eniko@mastodon.gamedev.place
                        wrote sidst redigeret af
                        #23

                        since the pixels are double wide, i wonder if i can do "alpha blending" between colors in the palette by just having one on the left half and another on the right half and alternating every frame

                        eniko@mastodon.gamedev.placeE 1 Reply Last reply
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                        • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                          now i gotta decide if i wanna do this inside the qbasic IDE for retro charm or if im just gonna use notepad++ on my workstation with a dosbox launcher

                          joe@f.duriansoftware.comJ This user is from outside of this forum
                          joe@f.duriansoftware.comJ This user is from outside of this forum
                          joe@f.duriansoftware.com
                          wrote sidst redigeret af
                          #24

                          @eniko nostalgia aside, one of the great things about qbasic is that it has an actually-working debugger and interpreter, and you can stop your program anywhere, make edits, evaluate immediate code to adjust state, and resume on the fly. doing all the coding offline would lose all that

                          1 Reply Last reply
                          0
                          • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                            since the pixels are double wide, i wonder if i can do "alpha blending" between colors in the palette by just having one on the left half and another on the right half and alternating every frame

                            eniko@mastodon.gamedev.placeE This user is from outside of this forum
                            eniko@mastodon.gamedev.placeE This user is from outside of this forum
                            eniko@mastodon.gamedev.place
                            wrote sidst redigeret af
                            #25

                            i'm gonna do so many cool tricks with this it's gonna be great

                            like if a demoscener made a jrpg on dos

                            eniko@mastodon.gamedev.placeE 1 Reply Last reply
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                            • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                              i'm gonna do so many cool tricks with this it's gonna be great

                              like if a demoscener made a jrpg on dos

                              eniko@mastodon.gamedev.placeE This user is from outside of this forum
                              eniko@mastodon.gamedev.placeE This user is from outside of this forum
                              eniko@mastodon.gamedev.place
                              wrote sidst redigeret af
                              #26

                              like imma be real with you im not that interested in making a whole ass game but i am interested in making juuuuust enough of a game that i can show off the cool stuff i wanna do >_>

                              minirop@shelter.moeM eniko@mastodon.gamedev.placeE 2 Replies Last reply
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                              • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                                like imma be real with you im not that interested in making a whole ass game but i am interested in making juuuuust enough of a game that i can show off the cool stuff i wanna do >_>

                                minirop@shelter.moeM This user is from outside of this forum
                                minirop@shelter.moeM This user is from outside of this forum
                                minirop@shelter.moe
                                wrote sidst redigeret af
                                #27

                                @eniko so not porting block game to qbasic?

                                eniko@mastodon.gamedev.placeE 1 Reply Last reply
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                                • minirop@shelter.moeM minirop@shelter.moe

                                  @eniko so not porting block game to qbasic?

                                  eniko@mastodon.gamedev.placeE This user is from outside of this forum
                                  eniko@mastodon.gamedev.placeE This user is from outside of this forum
                                  eniko@mastodon.gamedev.place
                                  wrote sidst redigeret af
                                  #28

                                  @minirop i'm not *that* masochistic

                                  1 Reply Last reply
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                                  • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                                    like imma be real with you im not that interested in making a whole ass game but i am interested in making juuuuust enough of a game that i can show off the cool stuff i wanna do >_>

                                    eniko@mastodon.gamedev.placeE This user is from outside of this forum
                                    eniko@mastodon.gamedev.placeE This user is from outside of this forum
                                    eniko@mastodon.gamedev.place
                                    wrote sidst redigeret af
                                    #29

                                    hmmm. realized that horizontal scrolling is tricksier than i initially thought. there may be some 8 pixel smear on the left and right sides of the screen while scrolling

                                    to be fair it's not like anyone ever seems to mind the scrolling artifacts of other old systems so eh, i'll live

                                    freakazoid@retro.socialF eniko@mastodon.gamedev.placeE 2 Replies Last reply
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                                    • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                                      hmmm. realized that horizontal scrolling is tricksier than i initially thought. there may be some 8 pixel smear on the left and right sides of the screen while scrolling

                                      to be fair it's not like anyone ever seems to mind the scrolling artifacts of other old systems so eh, i'll live

                                      freakazoid@retro.socialF This user is from outside of this forum
                                      freakazoid@retro.socialF This user is from outside of this forum
                                      freakazoid@retro.social
                                      wrote sidst redigeret af
                                      #30

                                      @eniko On the C64 you can make the borders wider for exactly that reason.

                                      1 Reply Last reply
                                      0
                                      • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                                        hmmm. realized that horizontal scrolling is tricksier than i initially thought. there may be some 8 pixel smear on the left and right sides of the screen while scrolling

                                        to be fair it's not like anyone ever seems to mind the scrolling artifacts of other old systems so eh, i'll live

                                        eniko@mastodon.gamedev.placeE This user is from outside of this forum
                                        eniko@mastodon.gamedev.placeE This user is from outside of this forum
                                        eniko@mastodon.gamedev.place
                                        wrote sidst redigeret af
                                        #31

                                        oh wait actually. i can build the scrolling columns using PUT, then GET 1 pixel wide slices. that way it's still perfect smooth scrolling with 16 PUTs for the sides

                                        and if building the slices all at once is too much overhead for a single frame i can do it over multiples

                                        edit: in fact not even that, the slices could be N pixels wide, so its literally just 1 put per column while scrolling horizontally 🤔

                                        deshipu@fosstodon.orgD 1 Reply Last reply
                                        0
                                        • eniko@mastodon.gamedev.placeE eniko@mastodon.gamedev.place

                                          oh wait actually. i can build the scrolling columns using PUT, then GET 1 pixel wide slices. that way it's still perfect smooth scrolling with 16 PUTs for the sides

                                          and if building the slices all at once is too much overhead for a single frame i can do it over multiples

                                          edit: in fact not even that, the slices could be N pixels wide, so its literally just 1 put per column while scrolling horizontally 🤔

                                          deshipu@fosstodon.orgD This user is from outside of this forum
                                          deshipu@fosstodon.orgD This user is from outside of this forum
                                          deshipu@fosstodon.org
                                          wrote sidst redigeret af
                                          #32

                                          @eniko I'm jealous of you programming on a system that lets you do multiple gets and puts per frame and not slow everything to a crawl.

                                          1 Reply Last reply
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                                          • jwcph@helvede.netJ jwcph@helvede.net shared this topic
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