Search found 3014 matches

by Chema
Mon Nov 03, 2008 8:34 pm
Forum: Games
Topic: Doing 3D games on the Oric ?
Replies: 434
Views: 403501

Just a quick note.... The generator is fully working and done in assembly. Including the goat-soup string to describe the planet :) Just keep C code to print things on screen until I can find time and energy to create a GUI similar to Elite's. http://www.defence-force.org/ftp/forum/3Dthings/screen16...
by Chema
Thu Oct 30, 2008 7:13 pm
Forum: Games
Topic: Doing 3D games on the Oric ?
Replies: 434
Views: 403501

You are probably the first person to have used scanf since we switched from "Frasm" to "Xa" :D :) Sure Not many people is programming in C for the Oric currently, I'm afraid. Not even programming anything for the Oric apart from Twilighte, you and me... :cry: This is quite sad, ...
by Chema
Wed Oct 29, 2008 11:03 am
Forum: Games
Topic: Doing 3D games on the Oric ?
Replies: 434
Views: 403501

I also have the generator in assemby now :D and added the market, but in C. You can select a planet number and it shows its data and the market prices and quantities correctly. In fact you could generate more planets than the original limit of 256. It is just a matter of performing more iterations, ...
by Chema
Tue Oct 28, 2008 12:34 pm
Forum: Games
Topic: Doing 3D games on the Oric ?
Replies: 434
Views: 403501

Greetings again... Just one quick note regarding an Elite Clone. I have been able to write a C program to generate the Elite galaxy, based on the sources I have. Here is an screenshot: http://www.defence-force.org/ftp/forum/3Dthings/galaxy.png It generates each system when a function is called and t...
by Chema
Mon Oct 27, 2008 12:24 pm
Forum: Games
Topic: Doing 3D games on the Oric ?
Replies: 434
Views: 403501

Greetings again. Having the clipped line routine at hand I could setup a bunch of objects in the 3D world and create a demo where you can move (in all the 3D directions and rotations) the point of view, while the objects rotate along their 3 axes. It works quite well, despite using the double buffer...
by Chema
Thu Oct 23, 2008 8:23 am
Forum: 6502 assembly coding
Topic: Clipped line routine
Replies: 20
Views: 34281

Great!

Thanks.
by Chema
Wed Oct 22, 2008 7:09 pm
Forum: 6502 assembly coding
Topic: Clipped line routine
Replies: 20
Views: 34281

Greetings. Working on a possible radar display for the 3D game, I noticed the line drawer does NOT draw a line when origin and destination are the same. Drying to draw a line from (24,24) to (24,24) I expected to see a dot at that position, but nothing was drawn. Don't know if this is the desired be...
by Chema
Tue Oct 14, 2008 7:18 pm
Forum: 6502 assembly coding
Topic: BCD division by 2
Replies: 3
Views: 13072

Tricky one... I don't see an easy (I mean compact and fast) way of doing this, but searching a bit with Google I found this: http://www.atarimagazines.com/compute/issue17/221_1_A_GENERAL_PURPOSE_BCD-TO-BINARY_ROUTINE.php It is a routine to convert BCD to binary, but he is using the trick of dividing...
by Chema
Tue Sep 23, 2008 6:22 pm
Forum: 6502 assembly coding
Topic: Clipped line routine
Replies: 20
Views: 34281

Wonder if we can achieve a better framerate :) With your odd/even line trick, it is possible indeed! Only issue I still see is what we will do with stars, for instance. BTW I have built up a demo in wireframe mode so you can see the ClippedLine with the 3D engine. It is here: http://www.defence-for...
by Chema
Tue Sep 23, 2008 8:57 am
Forum: 6502 assembly coding
Topic: Improving the polygon routine...
Replies: 1
Views: 8937

Hi Dbug! I will try to think about this, but indeed it is not a simple question. I guess any memory structure you use would be either memory hungry (tables) or quite difficult to manage (insert new segments in a linked list). I did not see any problem with the current routine even with complex ships...
by Chema
Tue Sep 23, 2008 7:39 am
Forum: 6502 assembly coding
Topic: Clipped line routine
Replies: 20
Views: 34281

ROTFL

Had the same error several times :)

It seems to work very well now. Will try to do more testing, and maybe even tidy everything up and post a demo with wireframe...
by Chema
Mon Sep 22, 2008 7:35 pm
Forum: 6502 assembly coding
Topic: Clipped line routine
Replies: 20
Views: 34281

Did not have time to check till today but it seems it was easier than I expected. I just watched at the memory contents after the program crashed (it hungs) and it seems that the coordinates were drawing from (58,5) to (75,-31), so I entered this into the main() of your LineBench LargeX0=58; LargeY0...
by Chema
Fri Sep 19, 2008 8:48 am
Forum: 6502 assembly coding
Topic: Clipped line routine
Replies: 20
Views: 34281

If you can provide me with the parameters you use for the frozen line, I can investigate this week end: clipping window, line coordinates :) Thanks Will try to figure out, as it happens when drawing the Cobra ship when it crosses the clipping window from the top, but not allways (maybe with vertica...
by Chema
Thu Sep 18, 2008 7:40 pm
Forum: 6502 assembly coding
Topic: Clipped line routine
Replies: 20
Views: 34281

Greetings again. I integrated your clipped line routine in an old demo of the obj3D library and it works! I had to use an old version which was not well debugged (and was not optimized), because the newer versions use your polygon routine, not wireframe. The result is quite good. Still the horrible ...
by Chema
Thu Sep 18, 2008 4:30 pm
Forum: Games
Topic: Transferring Tyrann UK
Replies: 9
Views: 13050

Yup, first instruction of the program, in line 0, to make sure you can't CTRL+C before it executed. (If you put it in line 1 you can break before it runs) :) Hehe... yeah. I remember to add a line 0 with an END and then cload"",j :) I think I did that to access the code of The Kilburn Enc...