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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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  • 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.

      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 😄

        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
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                      • 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
                            0
                            • 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
                              0
                              • 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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