Congrats on your win AON3 What exactly is this Banta Clause anyway? (I mean the game, not the character)
Programming Discussion Thread
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12-05-2014, 03:12 AM
The task was to make a game where Santa Claus flew across the top of the screen, and dropped presents, which fell with a decent model of gravity and air resistance, into a chimney underneath. You got ten presents, and a point per successful delivery, and your score would be entered into a highscore table.
We decided that as we were making a crap game we might as well make it a joke game. Santa was a guy in our team, and just his head, and he vomited the presents, and there were dumb sound effects and stuff, so it needed a suitably slightly silly name. In the end it turned out to be a much more difficult game than we planned, but we think it's probably possible to get all the points. If anyone wants a go, it's on MEGA. It works fine under Windows and Wine. https://mega.co.nz/#!usw20J4T!zOvwQTAymu...-acHE9p3Hc (Bear in mind that it's an intentionally shitty game, and also that quite a lot of virus scanners don't like things compiled with Game Maker, so you might have to whitelist it.)
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT 12-05-2014, 04:18 AM
(This post was last modified: 12-05-2014, 04:18 AM by teh_speleegn_polease.)
Not bad. But for some reason I don't seem to get 10 attempts every time. My highscore so far is 4, and when that happened I didn't miss (or fly by without dropping, for that matter) once.
Also does not dropping anything count as a miss, or do you have to actually throw a present and miss it to have it deducted? And one criticism: when the chimney is very far to the left, it's almost impossible to score. Other than that, all I can say is that my last ~4 minutes were fun.
>mfw I have no face
12-06-2014, 12:22 PM
Dropping a present costs a present. The reindeer ghost thing steals 2. You really need to dodge it.
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT (12-03-2014, 03:25 PM)Shonumi Wrote: Well, you could checkout ZBoy for reference, or you could check out GBE -> http://code.google.com/p/gb-enhanced/source/browse/Is GBE project still active and where can I download compiled build ?
GBE is not active. The 1.0 build is the only stable build compiled at the moment. Development will continue with GBE+ -> https://github.com/shonumi/gbe-plus
The current focus is to get a decent amount of GBA game's running (without sound), and once GBA emulation matures, GBE's old DMG/GBC code can be imported. The goal is to create an emulator capable of playing games from all 3 handheld systems and offer the ability to replace graphics in all of them. I'm going to make a Qt UI for the emulator that will make dumping, loading, and editing the graphics much easier than it currently is. For example, want to dump the background? You have to click on every tile! While the game is running! A proper GUI will make that all go away. I haven't gotten to it yet, but I plan to abstract key classes within the codebase (Core, CPU, MMU, LCD GamePad, APU) so that whenever GBE+ needs to boot DMG, GBC, or GBA games, it can just create specific instances of each tailored to each system. Hopefully this will smooth things over for the eventual inclusion of DS emulation. Yeah, I know it sounds crazy (a DMG to DS emulator) but byuu managed to do it for a time, and large portions of the DS (particularly the 2D engines) are copy+paste from the GBA, so it isn't a huge leap to take. (12-06-2014, 11:51 PM)Shonumi Wrote: GBE is not active. The 1.0 build is the only stable build compiled at the moment. Development will continue with GBE+ -> https://github.com/shonumi/gbe-plusGreat but I have a few questions: Will this emulator have hardware acceleration and features like texture filtering, AA , shaders/filters and will it support full texture replacement with HD textures ? 12-07-2014, 02:07 AM
I assume you're talking about the DS emulation part, correct? Yes, the goal is to feature "enhancements". AA is probably trivial to implement, but shader support will be added long before I even touch DS emulation. Eventually, I'm going to move from SDL to SDL2 to gain access to OpenGL 3.0+ and programmable shaders, so it's really just a matter of learning GLSL and all that fun stuff. Shaders will first be used for 2D scaling filters (HQx, xBR, etc) but hopefully I can work out something like Dolphin has. Just imagine, all of your GBA games, in sepia
HD textures don't sound too hard either; in theory it's no different than what GBE already does for DMG games. Hash the graphical data, store and look up entries in a cache, replace the data when necessary. Of course, for HD textures, the emu will have to support internal resolutions greater than 1x. But higher resolutions is a priority feature anyway (and one of the only reasons I ever got interested in DS emulation). But DS emulation is down the road at this point. Granted, I've made some really good progress on the GBA (what I have done now, I didn't expect to see done until the summer of 2015), it'll probably be another year before development gets anywhere (e.g. playing games, even in a broken state). Who knows though; currently I've been making commits every day to GBE+ for the past 77 days. I'm in a mentality that I have to fix or add something all the time, else I'm wasting my time. Perhaps I'll get there sooner than I anticipate. (12-07-2014, 02:07 AM)Shonumi Wrote: I assume you're talking about the DS emulation part, correct? Yes, the goal is to feature "enhancements". AA is probably trivial to implement, but shader support will be added long before I even touch DS emulation. Eventually, I'm going to move from SDL to SDL2 to gain access to OpenGL 3.0+ and programmable shaders, so it's really just a matter of learning GLSL and all that fun stuff. Shaders will first be used for 2D scaling filters (HQx, xBR, etc) but hopefully I can work out something like Dolphin has. Just imagine, all of your GBA games, in sepiaThat's great to hear about enhancements I wish you good luck. HD tile/texture replacement should be possible also for GB/GBC too because HDNes https://github.com/mkwong98/HDNes has this featue. Bilinear and trilinear texture filtering should work for 2D so is any texture filtering even possible for GBC/GBA ? Perhaps you can copy some things related to DS emulation from Desmume ? It should be somewhat more readable than VBA-M. Are you planning to implement JIT for DS part ?
Well, for 2D systems like the GB, GBC, and GBA, there is no such thing as textures (yes, even when accounting for all the scaling and rotation the GBA does). The proper term is HD Tile Replacement. This is already possible with GBE, as it allows you to specify your own custom tiles greater than the GB's 8x8 limitations. The code is there in GBE's master branch, and it works. I posted a build for it, but not a lot of people took a look at it. See here on EmuTalk.net -> http://www.emutalk.net/threads/55007-GB-...post452812
Screenshots for proof: http://i3.minus.com/ibtWMxaH9B8ZBb.png (and yes, those Pokeballs look terrible, but you get the idea) http://i.imgur.com/hylaHhz.png The thing is, this only works for original GB games. GBC and GBA games require more advanced techniques. I have working code that adds the same functionality to GBC games, but properly getting it to work requires a better user interface (the CLI + text files is doable, but sub-par as you can imagine) and a more unified approach to LCD emulation with cleaner code, hence why I'm waiting for to GBE+ mature. For 2D sprites, you can do bilinear or trilinear interpolation. However, with OpenGL, it's easy enough to draw the entire game screen to a texture, then tell OpenGL to perform filtering on that texture, but imo bilinear filtering looks horrible no matter what you do. Scaling filters dedicated to pixel art do a much better job at being as smooth or as sharp as you like. For the sake of completeness, I see no reason to exclude bilinear or trilinear filtering for 2D, especially since I'm not big on forcing others to accept my own preferences like that. As for copying stuff from Desmume, I'll reference their codebase, but remember, I'm doing this as a learning experience, as a way to challenge myself, and as a way to become independent from Desmume itself (I have a small list of things against it at any rate). A JIT recompiler will definitely be a part of any DS emulator I eventually get around to making, and in fact I might have to experiment with a JIT for the GBA portion. Let's just say that making really fast, 100% C++ ARM interpreters isn't easy. I basically have a majority of the code necessary for the DS' ARM interpreter sitting right in front of me (in the form of my current GBA CPU code) but I can tell right now it's not optimized enough to reliably run DS games at enjoyable speeds. |
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