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#501 |
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Registered User
Join Date: Aug 2010
Location: Russia, Moscow
Posts: 48
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@paul_nicholls: AAAAMMMIIIIIIIGAAAAAHHHHHHHH!! Great demo! You rocks!
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#502 |
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Registered User
Join Date: Jul 2011
Posts: 14
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Great! Paul, you are brilliant, as always
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#503 |
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Registered User
![]() Join Date: Sep 2011
Location: Australia
Posts: 89
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Amazing! Really awesome job!
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#504 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Glad you like it guys! ![]() It took me a while, but I extracted the bitmap info from the image here: http://www.randelshofer.ch/animation...ing3.ilbm.html massaged the data (changed 32 colour palette down to 16 colour palette, and worked out how to cycle the colours so I could do that in the chip16 demo
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#505 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Good job Paul! I'm hoping to have my fighting game done soon too, its all done just the computer AI needs doing, but he's a bit of an idiot currently
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#506 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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I did try my demo with the refchip16 emulator and the colours came out all wrong...the red was blue for example...
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#507 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 433
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Quote:
Check refraction's google code page.
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Last edited by tykel; July 10th, 2012 at 08:16.. |
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#508 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Ok, thanks mate ![]() I will get the latest version... |
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#509 |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Hey guys, i have an early release of my fighting game as i dont know how much more time i'm going to have before my wedding/honeymoon (this weekend, eek!) so here's what i got so far. Still todo: make the player/cpu "die" when either wins. sound (as always lol) controls are A to punch, B to kick, A+B to block and left and right to move. enjoy!
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#510 | |
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Registered User
![]() Join Date: Sep 2011
Location: Australia
Posts: 89
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Quote:
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#511 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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@refraction: Great job with your game mate, and congratulations with your up and coming wedding!!
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#512 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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@tykel: I have a question about your tchip16 assembler... With the sound opcode "SNP": Code:
SNP Rx, HHLL Play Sound for HHLL miliseconds at the tone specified in address pointed to by Register X (uses current sound generator settings; ADSR, etc.). I tried this: Code:
ldi R7, frequency ... frequency: dw 65 |
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#513 | ||
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 433
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Quote:
As for Bruised... Little bug on the title screen, you have to press SELECT rather than START as advertised. And I just can't stop thinking of Beavis and Butthead ![]() Quote:
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#514 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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@tykel: my bad!! My IDE debugger got confused or something and showed a different value than it should have. It is now working ok ![]() Sorry!... On this topic, for my boing demo, I really wished I could store a mono, 8-bit sample (raw PCM) of the Amiga's boing noise and play it back via Chip16 assembler ![]() It would have completely made the demo LOL |
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#515 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 433
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Quote:
That said, it is in theory possible to recreate the sound using the tone generator we have; if you look at the waveform and manage to identify its components, you should be able to get something. In practise, though...
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#516 |
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Registered User
![]() ![]() Join Date: Sep 2011
Location: Australia, Tasmania
Posts: 180
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Well, I have now added sound to the boing demo (see attached file). Doesn't sound too bad in the refchip16 emulator
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#517 | |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Quote:
tho i was wondering, at the moment its literally playing a sound and if another sound request is made it cancels the last sound and plays the new one. I was wondering if i should keep it like this or make it a ring buffer so its a bit easier to "queue up" sounds as it were and play the length the game expects. It was quite fun trying to get the "pewpew" sound to work in my Alien game and sound almost like an old school console gun ;p
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#518 | |
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Hackin 'n Slashin
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2007
Location: Most-expensive-Internet-on-the-Planet Land : South Africa
Posts: 26,345
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Quote:
![]() Gonna make her sign up like GP had Rae sign up?
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Intel Core2Quad Q9550 (2.83Ghz stock) | ASUS P5Q | 2x2GB Transcend JetRam DDR2-800 | ASUS ENGTX260\HDTP\896M | Windows Vista Home Premium 64bit SP1 The Champ has retired but may his Legacy live on FOREVER !!!! Get it right fools! The glass is HALF-EMPTY, not half-full!!! !!! WARNING: Emulation requires a brain !!! WARNING: Emulation =/= Piracy !!!
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#519 | |
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PCSX2 Coder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2004
Location: Plymouth, UK
Posts: 10,037
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Quote:
I doubt she will sign up to here, i only come here for this thread, don't really use these forums anymore, however she is already a member of the PCSX2 forums :P we should probably keep this convo out of here so we dont fill this thread with crap xD
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http://www.pcsx2.net Intel i7 920 @ 3.4Ghz, POV GTX 570 1.3Gb, 1.8Tb HD space, 6Gb OCZ Reaper PC3-14400 Triple Channel Dont PM me for help, use the forums, thats what its for! My Chip16 Emulator RefChip16 http://code.google.com/p/refchip16/
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#520 | |
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Sober coder
![]() ![]() ![]() Join Date: Aug 2010
Location: London, UK
Posts: 433
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Quote:
If sounds start getting delayed it can quickly become mayhem. I suppose you could call SND0, but I don't think waiting for a 10 second sound to finish to play a short beep is right. What would be cool is overlap... but I think the sound spec is still too little implemented to start extending it with multiple sound channels. My 2c, anyway.
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