Donkey Kong

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snowman_hater
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Donkey Kong

Post by snowman_hater »

Ok, I'm working with papersnowman on a new project now, donkey kong. It will be a tilemapped side-scroller. I have written the scrolling engine so far. It masks the tilemapped foreground on top of a rotating background. I will later release the engine so it can be used by anyone.

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PS: Pardon the choppyness of the SS, calccapture is just hateful like that :/
EDIT: I've timed the engine to about 500,000 CC's per frame, giving it a framerate of about 12. This isn't too bad, but I'll definitely come back to it, making optimizations wherever I can.
Last edited by snowman_hater on Mon 26 Mar, 2007 3:41 am, edited 1 time in total.
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tr1p1ea
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Post by tr1p1ea »

Looking pretty sweet so far! So this will play like the Donkey Kong Country games i take it? Great idea since i dont think anyone has attempted to make such a game for the 83+ or what not.
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snowman_hater
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Post by snowman_hater »

Erm, it will have the DK country level-sets, but will look more like DK Land for the GB, since it's in monochrome, and [to my knowledge] the SNES doesn't have a z80
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Halifax
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Post by Halifax »

you that looks pretty sweet. I am not an expert on Donkey Kong but doesn't it have physics, and if it does will this be a physics engine??
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Post by Super Speler »

Really nice, DK is one of the games the 83+ series needs.
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Post by Liazon »

sounds cool. the SNES versions were awesome.
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Post by snowman_hater »

you that looks pretty sweet. I am not an expert on Donkey Kong but doesn't it have physics, and if it does will this be a physics engine??
I won't have anything as far as acceleration goes, but I will definitely play with the falling rate to make it somewhat realistic. Any sort of heavy calculations would take too much processing power. One of the things that will present a challenge will be making the falling rate for scrolling frames match the falling rate for non-scrolling frames, since non-scrolling frames take 500,000 CC's less than scrolling frames 0.o
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Halifax
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Post by Halifax »

oh ok cool. And I don't know if you consider this heavy calculations but...

*Halifax points to Sonic physics engine for the TI 83+
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Post by snowman_hater »

Update: I've made some optimizations, and cut the routine down to 450,000 CC's giving it a framerate of about 13 fps. The speed increase is a bit noticable in this pic.

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Special thanks to dwedit, since i'm using the splash from bubble bobble :)
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tr1p1ea
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Post by tr1p1ea »

Cool, looks great so far. Glad to see you shaving off those cycles :).

Is your tilemap routine restricted to scrolling 1 pixel at a time, or is it variable? Support for animated tiles? Or wont you need them?
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Post by snowman_hater »

It's definitely variable. It technically doesn't scroll, it just plots based on a tilemap offset in bc, so the incrementation could easily be changed. No idea whether or not I'll have animated tiles.
In fact, scrolling by 2 pixels on the tilemap, but only rotating the background once gives an interesting effect. Thanks for the tip :)
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tr1p1ea
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Post by tr1p1ea »

Cool, variable (plotting based on offset) is my preferred way as well.

Scrolling at different rates gives a really cool effect indeed :).
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anykey
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Post by anykey »

oooooooooooooooooooooooooooh.
I want it.
I think, therefore iMac
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Halifax
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Post by Halifax »

looks good. Very smooth.
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Post by merthsoft »

The two pixel scrolling looks a lot smoother than the one, and the parallax effect is really neat.
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