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Oldbitcollector
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   Posted 11/1/2009 1:48 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Uhg! My brain doesn't do nibbles without generating smoke! :)
Genius way of doing it while saving memory!

So the nibbles themselves are color assignments?

For those of use who are visually orientated... (Do I have this right?)

high low high low ... ...
0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 = row1
0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 0000 = row2 ....

(Quickly refers to webster.cs.ucr.edu/AoA/Windows/HTML/DataRepresentationa2.html
to get brain working in something other than bytes. :)

Anyone got some handy spin code for converting a byte into two decimal nibbles? :)

OBC


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Post Edited (Oldbitcollector) : 11/1/2009 9:54:11 PM GMT

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Baggers
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   Posted 11/1/2009 2:30 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
OBC, What about

byte $0_1 , $2_3 , $4_5 , $6_7 ' row0

so

byte $0_0 , $1_1 , $1_1 , $0_0 ' row0
byte $0_1 , $0_0 , $0_0 , $1_0 ' row1
byte $1_0 , $0_0 , $0_0 , $0_1 ' row2
byte $1_0 , $0_0 , $0_0 , $0_0 ' row3
byte $1_0 , $0_0 , $0_0 , $0_0 ' row4
byte $1_0 , $0_0 , $0_0 , $0_1 ' row5
byte $0_1 , $0_0 , $0_0 , $1_0 ' row6
byte $0_0 , $1_1 , $1_1 , $0_0 ' row7

Will come out like a letter C :)


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trodoss
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   Posted 11/1/2009 2:43 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
@OBC,
LOL! I saw you posted a pic of Joust. I will have to put up a screen shot of what I have so far when I get a little time ;)
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Oldbitcollector
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   Posted 11/1/2009 4:32 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
@trodoss: Cool! Post em!

@baggers:

Been throwing sequences of 0-255 at the 8x8 that makes up sprite 0 (the blank tile)
and getting some very interesting color effects. Neat stuff! Very Atari Intro-like..

OBC


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Oldbitcollector
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   Posted 11/1/2009 6:19 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Here's a quick snapshot of the beginnings of a SPRITE editor for the Atari driver.
It doesn't do much so far, hence the image only. I'll start with loading/saving single
.spr files then move forward to being directly compatible with the entire .chr file.

At the moment, I'm sending sequences of HEX codes to SPRITE 1, changing it's color.

@Baggers:

Driver request: Could you add the ability to .str(string"") text to a given location
based on the positions of the numbers and alpha characters in your "hero" example?

OBC


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trodoss
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   Posted 11/2/2009 7:35 AM (GMT -8)    Quote This PostAlert An Admin About This Post.

@OBC,
Looks like you are off to a good start!

Also, as promised, a quick pic of where I am at on Joust.  Working out movement/timing right now (in the "rough draft" phase).  Once I can get things in order I will start a "project" thread for it ;)   The GFX are a little different from the 1983 console version (because 1-color dosen't do the driver justice).

 

 



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trodoss
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   Posted 11/2/2009 8:04 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
@Baggers,

Do you have something in the works for collision detection? For the moment it looks like the best bet is to compare sprite positions with each other and/or compare against 'known' positions for background screen elements to use the driver.
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Baggers
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   Posted 11/2/2009 12:41 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
OBC, Cool glad you're liking it, and getting to grips with it. and yes, I'll do a print function.

trodoss, Joust looks brilliant :) well done, loving the bits under the platforms :) and yes, I was planning to do some sprite to sprite/background collisions etc.
Quick question, can we afford another Cog? so I can put the funcs in PASM for speed and pixel collisions, or should I do approximations in SPIN to save a cog?

Edit: PS, sorry for delays in replying in past few days, I've been down to London and Oxford in the past couple of days, so been AFK a LOT! :( or is that AFP :)


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trodoss
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   Posted 11/2/2009 2:05 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Thanks! I like the look of the arcade version, and am trying to bring a litte of that to this game. The original, with it's 1-color sprites would not do the driver justice ;)

I am working through some odd 'artificating' issues that have started occuring when I added elements like the ComboKeyboard object. Not discounting yet that it may be long-alignment issue somewhere in the code. I am sure I will find the cause sooner or later.

I would think another cog would work. 5 rendering cogs + 1 keyboard/joypad cog + 1 sound cog + 1 main(game)?
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Baggers
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   Posted 11/2/2009 2:46 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Only thing there is it's already 5 cogs for 80Mhz systems. 4 render + 1 tv driver I'll see what I can do to speed things up, maybe I could setup a collision stuff when it's render cogs are inactive? :) ie top and bottom border time


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Oldbitcollector
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   Posted 11/2/2009 3:29 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Need a cog over here.. I'd like to use the SD card for my games..

OBC


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potatohead
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   Posted 11/2/2009 8:18 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Could cut down on number of sprites too. Many games won't require the full compliment.


Propeller Wiki: Share the coolness!
Chat in real time with other Propellerheads on IRC #propeller @ freenode.net
Safety Tip: Life is as good as YOU think it is!

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Oldbitcollector
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   Posted 11/3/2009 7:33 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Actually, I was thinking that I would start loading/saving my sprites from SD as part of the game.
We could cut the number of sprites in half and it wouldn't bother me.. Baggers has left us an easy adjustment for this.

OBC


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Oldbitcollector
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   Posted 11/3/2009 7:35 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
trodoss said...

Also, as promised, a quick pic of where I am at on Joust. Working out movement/timing right now (in the "rough draft" phase). Once I can get things in order I will start a "project" thread for it ;) The GFX are a little different from the 1983 console version (because 1-color dosen't do the driver justice).


@Trodoss: Here's an idea for you.. Since we have so much sprite room, you should do two modes.. One that uses the
original 1-color sprites and the second that uses the enhanced sprites. :)

Is it playable yet?????? are we there yet?? are we there yet?? :) Joust was one of my favorites.

OBC


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Oldbitcollector
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   Posted 11/3/2009 7:37 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
Baggers said...
Quick question, can we afford another Cog? so I can put the funcs in PASM for speed and pixel collisions, or should I do approximations in SPIN to save a cog?


Please do anything you can to save cogs...

OBC


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neoteric
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   Posted 11/3/2009 8:55 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
I am humbled.
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Oldbitcollector
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   Posted 11/3/2009 9:14 AM (GMT -8)    Quote This PostAlert An Admin About This Post.
neoteric said...
I am humbled.


Why? Join the fun.. :) BTW, congrats on winning the Unofficial Halloween Contest. :)

OBC


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trodoss
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   Posted 11/3/2009 2:25 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Oldbitcollector said...
@Trodoss: Here's an idea for you.. Since we have so much sprite room, you should do two modes.. One that uses the
original 1-color sprites and the second that uses the enhanced sprites. :)

Is it playable yet?????? are we there yet?? are we there yet?? :) Joust was one of my favorites.

I would probably just include the bitmap of the current GFX and have the 'alternate' (retro 1-color) versions that could be built.  I am using quite a bit of the definable characters actually. 
 
As far as 'playable'.... Right now the main characters (bird and rider) can move around.  I have am working on issues with collision detection with the platforms, so there is not much yet.
 
Once I can get my issues resolved I will go ahead and start a project thread and post the code thusfar.  So, should be soon, but not yet.
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Baggers
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   Posted 11/3/2009 2:37 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
trodoss, PM me what you have now, and I'll help you out with the collision code, I'll do it in spin also, so that it won't use up another cog.


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trodoss
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   Posted 11/4/2009 1:14 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
@Baggers,
Thanks for the offer!

I have one other thing that I will try this evening when I get home. I had a wild hare of testing colors of the 4 corners of where the sprite would move (with the background) to see if that location is a non-zero color. That would work much more elegantly than the current method (setting the background elements to align 8x8, and testing if the player's x and y would fall on that element in the grid).

If that does not work (or, if I cannot get it to work) I will certianly PM, or just post what I have (if the attachments do not work).
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Baggers
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   Posted 11/4/2009 3:46 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
no probs :)
you'll need to check more than the corners, if you don't align it to 8x8, because you could move left over the edge of the platform in the middle of the sprite, thus missing the collision


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Ariba
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   Posted 11/5/2009 2:13 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Hello all

I don't look often in the Hydra Forum, because I don't have a Hydra. But this Thread is very interesting for me, because I had the same Idea of a Game Dev Kit, and work on it.

Here is the result of my first try. A CHIP-8 Emulator for the Propeller. A Programming language with this name must be implemented on the Propeller smilewinkgrin . Chip-8 is a very early game programming standard, see these Links for more infos:
en.wikipedia.org/wiki/CHIP-8
www.pdc.kth.se/~lfo/chip8/CHIP8.htm Description of the instruction set and games
www.elephantsneverforget.co.uk/rg/chip8.html On line Emulator

The Emulator CPU is written in Spin and still ways to fast. So I had to insert a Delay.
The problem is, that not all Games work. I have included 9 Games 3..4 works, 2..3 works with errors and the remaining don't work.
I decided to not waste more time to find the bug(s), because the games are very poor. But I have learnd a lot about simple game programming.

The attached ZIP contains the source and 9 games, perhaps somebody else will continue the Emulator.

I switched to Baggers 16 color driver and work on a Sprite engine.... I like that driver much more than the VCS, and a background and sprite editor is already programmed.
I think I will have a demo tomorrow.

Andy

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Baggers
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   Posted 11/5/2009 2:35 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
Ariba, cool news, glad you like the 16 colour driver, and I'm looking forward to seeing the sprite engine ;)
I'm going to bed soon, so will have at the Chip8 emu tomorrow :)


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trodoss
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   Posted 11/5/2009 2:59 PM (GMT -8)    Quote This PostAlert An Admin About This Post.

@Baggers,

I was going to send the code to you via PM, but it does not allow attachments.  If I can get the collision code figured out I think it should be ready for it's own "project thread."

I took out my collision detection code, as it was not working as well as I had hoped.  Also, a significant amount of debugging still needs to be done on the code (a little embarassing really), as the movements of the sprites/responsiveness is not really what I want for the game.

If you have time, and could come up with something (for collision detection) then that would be great!

--trodoss




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Baggers
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   Posted 11/5/2009 3:01 PM (GMT -8)    Quote This PostAlert An Admin About This Post.
going to bed now, so will look and do it tomorrow ;)


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