Search found 2491 matches

by Chema
Wed Jun 28, 2006 2:05 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403110

I have to say one thing that has always confounded me is how to plot the objects. I can develop greatly compact gfx and easily display with full mask, but what rules do you use to govern which objects are plotted first. I know it is basically the ones on the current level and furthest back moving t...
by Chema
Mon Jun 26, 2006 10:14 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403110

Greetings, Just a quick note, so you know I'm still alive. I have been really busy these days (today one student I am tutoring is presenting her PhD...) so no advances :( Damn, forgot about that rule. I can see the benefit in the code of keeping objects same size. However, having the flexibility of ...
by Chema
Fri Jun 23, 2006 10:14 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403110

Right, i have now uploaded all the walls (including masks) to here... http://www.defence-force.org/ftp/forum/isometric/space1999/walls/ And their are also 3 objects (Commanders tables and Swivel chair) here... http://www.defence-force.org/ftp/forum/isometric/space1999/objects/ Ah excellent. Your de...
by Chema
Mon Jun 19, 2006 11:51 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403110

Dbug emphasised how cool it would be when the eagle ship is mapped so i spent last night doing it. Here is the result... [\quote] That is impressive! I like that design a lot! We should use it, of course... Please note only the main body of the ship has been sectioned off into "Walls". Perhaps we s...
by Chema
Fri Jun 16, 2006 3:47 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403110

I was thinking about this last night (actually about 4 oclock this morning :) ). If the position of each sprite is calculated using some sort of X/Y/V table, would it be possible to "bend" this table to accomodate a slope instead of a staircase? Maybe a little too ambitious, but me thinks a worthy ...
by Chema
Fri Jun 16, 2006 12:20 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403110

Hi Chema, apologies for long delay, but both needed time to get my new system up and running (Dual TFT and new pc) and to absorb the format. Long delay? LOL You will see what *long* delay is by the time it will take me doing anything, for example stair climbing :) One big thing occurred to me. In S...
by Chema
Wed Jun 14, 2006 6:45 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 403110

Sorry for the delay in the response... Did I mention I had very little spare time? :) Ok. To answer some questions, let me try to summarize the important things. What I would like is to recreate moonbase Alpha (at least part of it) from the old series Space:1999. I don't know if you are used to it, ...
by Chema
Tue Jun 13, 2006 8:42 pm
Forum: Painting tricks
Topic: Isometric Graphics using 3:1 Aspect ratio
Replies: 21
Views: 40244

I could probably add privates chanels, but do we really need that ? The forum is not very "high traffic", and I guess it can be of interest for everybody to follow the development of the whole thing ? I let people decide, I just wonder if it's possible to not display private chanels at all for peop...
by Chema
Tue Jun 13, 2006 11:23 am
Forum: Painting tricks
Topic: Isometric Graphics using 3:1 Aspect ratio
Replies: 21
Views: 40244

Perhaps you would like me to do some graphics for the Space99 thing? I can provide all that you require so long as i know what size each object/wall should be, the number of objects that may exist, the size of graphic partition in the game, the type of graphics required, etc. That would be indeed w...
by Chema
Mon Jun 12, 2006 11:55 am
Forum: Painting tricks
Topic: Isometric Graphics using 3:1 Aspect ratio
Replies: 21
Views: 40244

btw, did another one this afternoon, i'd love to do an isometric game with Chema... And that would be indeed cool, cause I could learn a lot from your experience. However, I think it is important to first finish WHITE+NOSIE, which is quite far away at the moment. I don't have all the spare time I w...
by Chema
Fri Jun 09, 2006 6:20 pm
Forum: C programming
Topic: Incredible NOISE+WHITE programming environments !
Replies: 18
Views: 30199

Now that IS impressive, man. I am regretting not having used this aspect ratio... Maybe in NOISE 2.0? :) Do you have a working engine for rendering or are they just pictures? Just as a side note I made a couple of functions to move the character up and down and to test the tiles he is on top of. Als...
by Chema
Thu Jun 08, 2006 4:04 pm
Forum: C programming
Topic: Incredible NOISE+WHITE programming environments !
Replies: 18
Views: 30199

Those screenshots are impressive! In fact I think I also like the 3:1 aspect more. Well, after WHITE+NOISE is finished (to the extent they could be), I might have a look and see if changing tile aspect is not as difficult as I suspect. And I am already making some tests to include stairs in the demo...
by Chema
Thu Jun 08, 2006 3:54 pm
Forum: Painting tricks
Topic: Fast sextet shift techniques for the hires ?
Replies: 6
Views: 14838

Well, just tell me what you need in pictconv; if you need a flag that does not set the value of bit 6, I can do it :) Any other requests ? That would be very nice indeed!, thanks! I also considered writting a program that uses pictconv on a definition file, so all the graphics are converted and the...
by Chema
Thu Jun 08, 2006 9:05 am
Forum: C programming
Topic: Incredible NOISE+WHITE programming environments !
Replies: 18
Views: 30199

Hi Chema, I too loved knightlore, but was Head over heals (pun intended) about Fairlight. All on Spectrum which seemed to be a little faster than C64 but loved Nosferatu on the C64 and knightlore on the BBC!. I would love to see the asm (Assembly code) for the optimised rotation and shifting routin...
by Chema
Wed Jun 07, 2006 4:50 pm
Forum: Painting tricks
Topic: Fast sextet shift techniques for the hires ?
Replies: 6
Views: 14838

This is indeed a good point. What I am currently doing is (basically): sps_noinvert lda (tmp4),y ; Take scan of sprite graphic and #$bf ; remove bit 6 sta reg10 lda (tmp5),y ; Take scan of mask eor #$bf ; Complement it sta reg13 Obviously both the and and eor could be saved if: 1/ bit 6 is not set a...