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[TI-84+CE] Mode 7 test project

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b/Calculator Development publicado por u/tr1p1ea January 03, 2018, 02:25:39 AM
For some reason I thought I had a Mode 7 topic here, but I cannot find it (If a mod finds it please merge etc)

I have been messing with Mode 7 style effects for the calcs for ages and have recently ported some code over to the CE to see how it runs. At this stage it seems to work ok, but there is a lot of room for improvement as always.

Here is a test screenshot, note that the test sprite is only 3 frames so it looks weird when turning, but it is just a test:



Note that I'm not sure if I'll actually finish anything with this as I have a terrible record for that. And if I do it wont feature any Mario Kart graphics directly, the sprites are just for testing ... Maybe I can feature a Walrii Kart?!
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u/c4ooo January 03, 2018, 02:57:41 AM
Wow,! this is awesome :D
A walrii cart game would be cool to see :)
u/Yuki January 04, 2018, 06:32:30 PM
That would be pretty cool indeed.
u/Dream of Omnimaga January 04, 2018, 07:35:48 PM
Looks very smooth tr1p1ea! I agree that a :walrii: game would be cool, especially that I had some Walrii kart sprites somewhere
u/123outerme January 04, 2018, 07:38:04 PM
Looks great! Did you have to compress or downscale the map at all? Would an increasing size or detail of the map lead to a slower framerate? How about adding collision? I'm really curious to see if anyone could pick this up or make some SNES port like a Mario Kart game.
u/tr1p1ea January 05, 2018, 06:53:43 AM
Thanks! This is just a testmap and I dont plan on using any actual SNES maps etc - all maps need to be specifically made properly - but the tracks are just 2D tilemaps. I should also note that the engine is running at half-half resolution for the track ... which is why it can look lowish quality when up close, but it's for speed.

Minor update - I was tossing up between sprite scaling at runtime or pre-sized sprites. The old speed vs size ... I really didnt like the idea of KB's and KB's of sprite data but I was a bit skeptical of runtime scaling. The results thus far are promising for scaling as shown here:



At present I can have 8 of these 24x24 sprites on screen and still maintain 32fps. Of course there is no collision detection, HUD, AI or anything which would slow things down further. I only plan on having 4 player races for speed reasons.

I also added a scrolling background as well to make things look a little more like a proper racing game:

u/Lionel Debroux January 05, 2018, 08:08:00 AM
Looks pretty nice :)
u/critor January 05, 2018, 08:13:54 PM
Awesome ! :)
u/mazhat January 05, 2018, 10:32:33 PM
You guys never stop amazing me with your abilities.

u/Adriweb January 06, 2018, 09:06:29 AM
Looks terrific!
u/Ranman January 07, 2018, 12:30:33 AM
Outstanding sir!!! Well done my friend.   :thumbsup:
u/tr1p1ea January 07, 2018, 12:33:43 PM
Appreciate the encouragement!

After a lot of difficulty I finally got object rendering working with sufficient accuracy:



Note that I'm driving slow so I can properly look at the object as it approaches.

This was one of the harder things on the ToDo list, so I'm glad I've made progress :).
u/Dream of Omnimaga January 08, 2018, 03:54:41 PM
You should keep those graphics, but with walruses in addition to Oiram. They look very cool and PICO-8-like ^^

I like the speed too
u/tr1p1ea January 09, 2018, 04:39:15 AM
Very good observation as coincidentally I'm using the PICO-8 palette for now :).

I also added direction sprites and some other minor fixes:



u/_iPhoenix_ January 09, 2018, 11:26:58 AM
I actually think you should make a 3d mario kart game. Call it "tarkoiram" :P
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