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#61
Re: [ENTRY] Mandelbrot Explorer
Posted on: 2010/11/7 4:55
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Hmm... Looking back at my source code, I realize that I forgot to call vbSetColTable(), could that be causing it? I've always forgotten to call that because it's never affected how my code ran in an emulator, but I wonder if that would cause vertical lines and shaking on real hardware. As a double check, I just ran it on Reality Boy and it runs perfectly there too... I would attach a version with that function call in, but I don't think it would be fair to do that until after the voting deadline has passed. But wazzal, if you have the toolchain built, feel free to add that line to mandelbrot.c right after vbDisplayOn() and let me know if that fixes it.
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#62
Re: Mednafen WIP
Posted on: 2010/11/7 4:48
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Hey, thanks for the new 3D settings! I'll have to build it and try it out when I get the chance...
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#63
Re: How to sync with the display
Posted on: 2010/11/7 3:43
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Makes sense... But why are you flipping BKCOL every 7 steps? Is that just demo code?
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#64
Re: Term needed
Posted on: 2010/11/4 21:53
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
It looks like most of the stuff in there is advertising, trade show appearances, and interviews... How about "Press"? Or you could just shorten it to "Info". I think the problem with "Information" is that it's too generic; everything on the site is information.
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#65
Re: Community created game... thoughts/ideas?
Posted on: 2010/11/4 8:11
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Well, I don't know about less work... The levels are procedurally generated, but there's still graphics and music, and the class system and dungeon generation algorithms would take crazy amounts of planning and coding.

Right now, it seems like we have a lot of choices and good community support, but no real direction. I've been thinking it over, and in the past I've done some thinking about the kinds of VB games I'd personally like to see, and there's one idea that sticks out in my mind. If I get some time in the next couple days, I'll see if I can draw out a pencil/tablet and draw some diagrams that explain the mechanics that I think would be fun.

...Maybe the next PVB contest should be a game concept contest?
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#66
Re: [ENTRY] Mandelbrot Explorer
Posted on: 2010/11/4 2:44
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Aha, I figured someone else had probably beat me to it. Well, at least it's library-ized now.

Funny story, I just wrote my first raycaster in Java a few weeks ago and was wondering how slow it would be on VB...
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#67
Re: CAPITAN SEVILLA II GAME
Posted on: 2010/11/4 2:20
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Quote:

RunnerPack wrote:
I've experimented with using the VIP interrupt and the "display" and "expansion" status registers, but the docs are quite confusing in this area (at least to me).

No kidding... The official Nintendo development manual talks about game frame timing in section 5-21-1. Apparently they intended you to use the refresh rate as the timer for your main loop, although I haven't really had the time to get that figured out. However, the timer is pretty easy to understand and set to the correct speed for your game. Basically what I'm doing for main loop timing right now is setting up the timer before I get into the main loop, and then waiting for zero status every time I finish one iteration of my main loop. Something like this:

timer_freq
(TIMER_100US);
timer_set(TIME_MS(15));
timer_enable(1);
for(;;) {
    
timer_clearstat();

    
// Insert main routine here

    
while(!timer_getstat());
}

Note that I use getstat differently, as I modified my version of libgccvb to be more true to the hardware so that getstat returns 1 when the timer is 0. The timer takes a few more instructions to set up, but it will make your program a lot more reliable.
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#68
Re: [ENTRY] Mandelbrot Explorer
Posted on: 2010/11/4 2:13
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Quote:

RunnerPack wrote:
Oh, yeah... it's a thrill-a-minute!

Well when you zoom really deep, it might take it that long to render...

I haven't done any benchmarking, but the drawing code should be pretty efficient. The setup function is O(n) and the draw function is O(1). You could make the setup function faster if you commented out the part that clears all the chars, but the setup function is only run once at the beginning of your program, so that's probably not an issue. The real time-hog is just the Mandelbrot routine, as it has to do a whole bunch of FLOPs per pixel rendered. At one point I was toying with fixed-point math, but it didn't seem any faster.

But now that I think of it... the BGMap method probably is a lot slower than the framebuffer method in practical application (polygons, etc.), as you have to clear the screen manually.

BTW, giving credit where credit is due, this idea actually came from the official development manual:
Quote:

Virtual Boy Development Manual, P. 2-6-1:
Another method to include polygons is to place characters in a row in the BG map or place OBJs in a row on display, and write the polygon characters in character RAM. When this method is used, display priorities can be readily assigned to the polygon characters and normal OBJ and BG characters.
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#69
Re: [ENTRY] Mandelbrot Explorer
Posted on: 2010/11/3 18:24
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Hey, thanks KR155E! I was kind of worried that people were going to think my entry was really boring...
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#70
Re: [ENTRY] Mandelbrot Explorer
Posted on: 2010/11/3 7:01
VUE(xpert)
Joined 2006/9/29
USA
267 Posts
CoderLong Time User (13 Years) PVBCC 2010 3rd
Quote:

wazzal wrote:
So I just tried this on a FlashBoy Plus, and it is rather buggy. There are vertical lines, and the graphics "shake" left and right. But regardless, I really like the concept!

Oooh, really? Sorry about that... It works flawlessly in mednafen. I wonder what's causing the vertical lines... Where do they appear? Does the screen shake only when rendering or the whole time?

*ahem*

Also, I have the feeling that people aren't reading README.TXT and consequently aren't figuring out the controls... This is a note to people who skip the readme: The most important control for this app is holding A and dragging a box around someplace on the edge of that weird shape. The whole point of the Mandelbrot set is that you can zoom in forever. It's kind of disappointing to me that the screenshot that KR155E chose for the front page only shows a zoom out... If you've never heard of the Mandelbrot set, here's a Wikipedia page, and here are a ton of examples of the cool things you can see if you spend some time with a program like this one. Following this post are some screenshots of what you can see if you play around with the compo entry... (Note that I pressed Select to disable the cursor. I left the overlay on so you could see where I was, but you can also disable that by pressing L. Do I really have to tell you to go over the readme at this point? )

Attach file:



png  2010-11-02-224845_384x224_scrot.png (12.55 KB)
363_4cd0f96c88abd.png 384X224 px

png  2010-11-02-225409_384x224_scrot.png (12.22 KB)
363_4cd0f9762eba5.png 384X224 px

png  2010-11-02-225145_384x224_scrot.png (11.58 KB)
363_4cd0f97f65178.png 384X224 px
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