Archiverse Internet Archive
投稿のみ 投稿と返信
前のページ(最近)
13 4 5 6 7 8 9 10 11 12 13 14 15 16
次のページ(過去)
返信[93]
親投稿
Alex MrCashews
I'm sure this was asked already, but DEF overloading would be nice :)
0そうだね
プレイ済み
返信[3]
親投稿
Alex MrCashews
first and foremost, we would need a rich text renderer
1そうだね
プレイ済み
返信[6]
親投稿
Alex MrCashews
I'm working on a colorspace library right now. YCbCr and HSL are the two I have done.
0そうだね
プレイ済み
返信[1]
親投稿
Alex MrCashews
if you're going to redistribute a game you didn't make, at least include all of the files first
0そうだね
プレイ済み
返信[91]
親投稿
Alex MrCashews
A function for getting the fractional part of a number, much how FLOOR() can obtain the integer part of a number (and was effectively a stand-in of the old BASIC INT() telling from the manual). FRAC() or something, name it something that makes sense.
0そうだね
プレイ済み
返信[5]
親投稿
Alex MrCashews
I keep seeing the word "offensive" thrown around, so I thought I'd clarify something: nowhere does it say SmileBoom can remove content deemed crude or offensive, unless someone reports it. That doesn't mean it won't happen, but they aren't the kind of company to deal in underhanded business like that. It's not something we should worry about.
0そうだね
プレイ済み
返信[18]
親投稿
Alex MrCashews
Yes, but he used raycasting rendering instead of a polygon 3D approach, and with rather small map sizes. Something this big wouldn't work tbh
0そうだね
プレイ済み
返信[15]
親投稿
Alex MrCashews
SmileBASIC has around 8MB of accessible heap memory. IIRC only arrays and strings occupy the heap, the rest occupies the stack, which is 128KB. So there's your lot for memory. If you need to write data out of memory, you need not write to disk immediately. Each GRP page is effectively an extra 512KB memory page. You could store in that assuming you appropriately convert your data to 2-byte colors.
0そうだね
プレイ済み
返信[9]
親投稿
Alex MrCashews
This is a very interesting way to do mode 7. And I like the 3D effect on the sprites, very interesting!
0そうだね
プレイ済み
返信[31]
親投稿
Alex MrCashews
Just put different graphics and music over it. It's really not that hard.
2そうだね
プレイ済み
返信[82]
親投稿
Alex MrCashews
Definition of clip spaces for fade layer, console layer, and background color layer. Optionally, specification of z-coordinate in clip spaces.
0そうだね
プレイ済み
プレイ日記
Alex MrCashews
Another popular demo effect, here's some fire.
12そうだね
プレイ済み
返信[76]
親投稿
Alex MrCashews
pirate: Yep, Nintendo tried to kill SELECT. START and it do the same thing (with VERY few exceptions, supposedly devs can get access to it) and only exist as backwards-compatibility. Ever notice how most games assign functions to face buttons instead of START and SELECT? This is why.
0そうだね
プレイ済み
返信[16]
親投稿
Alex MrCashews
i got ur back bby
1そうだね
プレイ済み
返信[3]
親投稿
Alex MrCashews
not meatball, metaball. look it up :)
2そうだね
プレイ済み
返信[14]
親投稿
Alex MrCashews
SmileBASIC ints are 32-bit signed, two's compliment. 1-byte ints would be worthless. Doubles are just regular doubles like you would see in any computer.
1そうだね
プレイ済み
返信[7]
親投稿
Alex MrCashews
Nope, can't take credit for the 3D engine. This actually doesn't use any real 3D graphics believe it or not.
0そうだね
プレイ済み
プレイ日記
Alex MrCashews
3 metaballs, 1/8th resolution, 10FPS. This is even with a precomputed intensity table for the distance values. Hey, at least it's not 1FPS.
5そうだね
プレイ済み
返信[28]
親投稿
Alex MrCashews
Oh, I'm sorry. Just realized you said "60 second, 60fps". My bad.
1そうだね
プレイ済み
返信[27]
親投稿
Alex MrCashews
Shy Guy: A standard GRP is 512x512 pixels. When saved to disk, each pixel is encoded as two bytes. We want to find the size of 60 of these, correct? Thus, the equation 512*512*2*60 gives us the number of bytes. Divide by 1 million to get MB.
0そうだね
プレイ済み