Heaven/TQA, on Fri Dec 24, 2010 1:25 AM, said:
oh... it is 64k? I can add my RPG battle engine from Beyond Evil and we have 3d Diablo-like RPG.

Let me add a working enemy and let's see what we can do

In reality, I have an idea for another raycaster that will be better suited to that kind of "dungeon" game. As much as I like this one, I believe that the "sweet spot" for this "technology" is other graphic mode, with proper pixel resolution, fewer screen columns, less texture detail and with lot of "light effects" (depth cue, reflections?, some kind of bump mapping for walls?).. hope to get that working someday
emkay, on Fri Dec 24, 2010 1:42 AM, said:
I get that a lot
analmux, on Fri Dec 24, 2010 4:06 AM, said:
Heaven/TQA, on Fri Dec 24, 2010 1:25 AM, said:
oh... it is 64k? I can add my RPG battle engine from Beyond Evil and we have 3d Diablo-like RPG.

The version
without intro only needs 44kB. I suppose it is a non-crunched file.
(EDIT: After still thinking)
However, I also suppose the free 18kB is needed for unpacking unrolled routines & other workspace, gfx memory etc?
The intro start loading at 16K and later the main game just overwrite all of it. The main program uses all memory from 10K and up, so you need at least 52K to run it (8K of those are the double buffer screen area). I'm not using any kind of compression yet.
xxl, on Fri Dec 24, 2010 4:33 AM, said:
$420, level without textures, and then 'corridor' level and stuck

Great! someone saw the "dark" levels

(I hope that the second dark level will be very scary if I add some enemies.. by the way that was a fast hack, the engine is doing the same work that with the "textured" levels, if programmed correctly those levels should run at a very good frame rate).
Sorry the corridor level is the last one and is mainly there to get the last treasures, and to show a long "matrix-like" corridor with the engine

.
At the start I had only the first level (a maze of 32x45 tiles) and I wanted to add more levels, but don't have enough memory. So I created some kind of "language" to generate mazes by code. The maps 2,3 and 4 have areas of 28x20, 31x19 and 26x10 tiles, but use only 131, 137 and 86 bytes!
miker, on Fri Dec 24, 2010 5:06 AM, said:
Similar here - $170 and no keys.
There are 4 secret "areas" in the first level with some of them already in the videos (one "area" can have more than one secret..). There are only 2 keys hidden, but you only need the second one if you want the high score

.
ctirad, on Fri Dec 24, 2010 5:06 AM, said:
Although, the PAL version probably needs to fix colors. The green doors are actually blue and I hardly see the difference between the them and the regular blue doors.
Yes, they are consecutive colors. The green is in reality a "blueish-green", I should have used a proper green I suppose.
Sheddy, on Fri Dec 24, 2010 6:48 AM, said:
I always wondered how these types of games were done, but I never imagined they'd be possible on 8-bit at such a good frame rate with such a large display. And with APAC! Amazing stuff.

Even Doom on Sega 32X had very small window.
Many years ago I used to think that all things should run at 60 (50 in PAL) frames per second, if not they were not "valuable".. and then I saw Space Harrier running and it opened my eyes
I should say that this project was a constant "surprise" for me. I started with a "what if..", trying to do things that I didn't know if they were to work at a decent frame rate.. and they worked! every one of them.. I don't know if I should talk about luck here
The other day I was starting to think that maybe something like doom, but without textures, will be possible (that and like 10 other projects that I have in my head..)
By the way I still have an optimization to add that could give a boost to the frame rate. Is a little complicated because of my last changes to the code, but worth a try if I want to implement another kind of raycasters later. Basically it consists in tracing the rays not form left to ray of the screen, but applying a kind of "binary search" to the process. Is based in the fact that if 2 different rays collides with the same wall, you know that all the rays in between those 2 rays collides with the same wall. So you can interpolate the final height for those columns (you still need some calculations to get the texture coordinate, but you can do them a little faster also).
Try holding [shift] when the loading ends and the main game start, to see a better frame rate working!
Regards and Merry Christmas to all!