I am glad you understand my source
The way you do it redraw the whole padel.
That doesn't cause much speed difference because the computers now go 90000 MPH in moving objects.
I am making a little library for gamers while redoing the whole engine for this game
My kernel is done
Re:My kernel is done
True, and I didn't figure it to be a problem because of that. I'd noticed that you were only redrawing the parts that were changed in your version, and that is the faster way to do it. No biggie; it would still be possible to write a function 'move_paddle()' or some such that did that. I was mostly just making the basic point about redoing things as functions.Tux wrote: I am glad you understand my source
The way you do it redraw the whole padel.
That doesn't cause much speed difference because the computers now go 90000 MPH in moving objects.
Great! Good luck on it.I am making a little library for gamers while redoing the whole engine for this game
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Re:My kernel is done
all you need is to include a "wait for vertical retrace" code in your program, so that it will have a constant "frame per second" rate rather than depending on the system speed. check out VGA registers (i think it must be bit 3 in 0x3DA ... or 0x3CA ... i can never remember ...)Tux wrote: I am glad you understand my source
The way you do it redraw the whole padel.
That doesn't cause much speed difference because the computers now go 90000 MPH in moving objects.
I am making a little library for gamers while redoing the whole engine for this game
Re:My kernel is done
If he's gonna do that, then he may as well implement page flipping as well. It doesn't make a difference in this demo, but in games with heavier drawing loads, those two things together would smooth out any flicker that occurs (using the 'wait for vertical retrace' for timing has the added effect of sync'ing up the drawing with the video refresh, IIUC). It adds a fair amount of overhead, though, as the screen needs to be redrawn on the off page (or at least copied to it and modified before the pages get switched), but with even slightly more detailed animation, it makes a big difference.
Perhaps we need a third programming forum for game design
Perhaps we need a third programming forum for game design
Re:My kernel is done
(Save it and rename it to img)
On Boch's it may go normal
(Game speeds up everytime someone wins)
On hardware this may be too fast. So I'll post the hardware one later.
[attachment deleted by admin]
On Boch's it may go normal
(Game speeds up everytime someone wins)
On hardware this may be too fast. So I'll post the hardware one later.
[attachment deleted by admin]
Re:My kernel is done
This one is for hardware. Like before, I'll release the source later
I tried to fix the keyboard, it works on Boch's now fully :/ . Didn't test it on actual hardware. The game has a little dissasembling game if you have the skills. Can you reverse engineer it? If you do, upload images. Try adding your own stuff. I wanna see what ya people can do
[attachment deleted by admin]
I tried to fix the keyboard, it works on Boch's now fully :/ . Didn't test it on actual hardware. The game has a little dissasembling game if you have the skills. Can you reverse engineer it? If you do, upload images. Try adding your own stuff. I wanna see what ya people can do
[attachment deleted by admin]
Re:My kernel is done
I forgot to mentiont that this is the new kernel with a redone library
Has nicer graphics too
Has nicer graphics too
Re:My kernel is done
Hmm, the version has a color bug.
Blue and light blue aren't supported by some pcs. So the UI is corrupted. The cpu speed lag thingie is still problem-matic. Here is the source to the "new release."
I used halfix code for some parts.
[attachment deleted by admin]
Blue and light blue aren't supported by some pcs. So the UI is corrupted. The cpu speed lag thingie is still problem-matic. Here is the source to the "new release."
I used halfix code for some parts.
[attachment deleted by admin]