Recent Posts

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1
Game Development / Re: DAYDREAMER's Air force
« Last post by RussG on Today at 05:14:35 AM »
Yeah, MIG31.jpg is not included in the zip

:icon_exclaim: Please note the program will not run if you haven't installed this runtime libraries

Slow down felipe, catch your breath...

Still a work in progress, I gather. But thats not a bad thing.

Hope that you get it all together, and thanks for keeping us updated on your progress.   :t
2
Game Development / Re: DAYDREAMER's Air force
« Last post by daydreamer on Today at 03:22:05 AM »
Ok, here it is another demo. Fullscreen, escape (and finish the program) with the esc key. Made with a nice model from DAYDREAMER. .exe attached.
Special notes: I was having the approach of test the directx 9 functions (of course just a few of them) and the include files (provided from Siekmanski) and then sharing here the results. That's why the code is not too much commented (sorry). Now i think i will start a game, so i will (hopefully) take some time and upload the game and the source code (well commented) when i finish.  :icon14:

DAYDREAMER: Do you see this baby moving in your screen in a future? Maybe you should try it!  :greensml:

great Felipe, looking forward to your game
3
Game Development / Re: my 100% Assembly game development
« Last post by LordAdef on Today at 03:12:59 AM »
I'm so happy to see new friends involved in game dev here!

Since I'm not posting about my own game as frequently as usual, this is a quick update:

. Currently cleaning code and expanding things I did in a rough way only to make it work (free jazz code style !)
. Tackling on the Bug and To do list itens, it's a big list.
. Adding new systems to the game, so everything is ready for when things get larger
. I've got some people doing the game art. They are currently working on the flying assets
. Game pitch.
. Level 1 overall design. What we have today is just for development.
. The plan is to make a medium size game

A lot of work lads!
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The Campus / Re: Parsing a string for NULL terminator
« Last post by LordAdef on Today at 02:47:54 AM »
Wolff,

Are you using the messageBox for debugging purposes?

If yes, I'd suggest you make a custom macro. It's really useful in these cases.

This is mine, simple and yet efficient:


console MACRO tt:REQ, tt2:VARARG
   PUSHAD
   printf (&tt, &tt2)
   printf ("\n")
   POPAD
endm

This is a nice approach. If you filled your code with this debug macro and temporarily want to bypass it, simply go to the macro and comment its code. Fast and easy
5
Game Development / Re: GDI Vertical blank and vertical retrace test
« Last post by Siekmanski on Today at 01:08:53 AM »
Hi Steve,

Not that I'm aware of.
The test program continuously polls the Vertical blank signal using all the CPU resources of the thread it is running on. (this will be reduced to 1 poll per screen refresh rate in the final routine)
15 years ago I made an attempt using this same technique, back then there where video cards that didn't support that function too.
I'll see if I can check the capabilities of the video cards and report if it supports polling the Vertical blank signal.

Thanks for the report, almost forgot about this issue.
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Game Development / Re: Lonewolff's ASM game creation thread
« Last post by FORTRANS on Today at 12:32:33 AM »
Hi,

   Maybe off-topic, if so, sorry.  I bought a series of books by
Jim Blinn titled "Jim Blinn's Corner".  These two;  "A Trip Down the
Graphics Pipeline" and "Notation, Notation, Notation" discuss
perspective and the use of matrices.  I enjoyed the whole series. 

Cheers,

Steve
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Game Development / Re: GDI Vertical blank and vertical retrace test
« Last post by FORTRANS on Today at 12:03:06 AM »
Hi Marinus,

Marinus,

I've got an old laptop running XP. If no one tested, I could get it running and I'll test it for yoh

I would really appreciate it, many thanks in advance.  :t
XP is not tested yet.

   My XP laptop said; "GDIVERTI.EXE has encountered a problem
and needs to close.  We are sorry for the inconvenience."  And goes
on like that for quite a bit.

   Do I need to download a DLL or some such?

HTH,

Steve N.
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The Campus / Re: Parsing a string for NULL terminator
« Last post by Mikl__ on April 23, 2018, 11:07:19 PM »
Code: [Select]
; GUI #
include win64a.inc
.data
count db 0
MsgBoxText      db "Win64 Assembly is Great!",0
MsgCaption      db "Uncle Remus tales: #2 MessageBoxIndirect",0
.code
WinMain proc
local mb:MSGBOXPARAMS
mov mb.cbSize,sizeof MSGBOXPARAMS
mov mb.hwndOwner,0
mov mb.hInstance,400000h
        movr mb.lpszText,MsgBoxText
movr mb.lpszCaption,MsgCaption
mov mb.dwStyle,MB_OK or MB_USERICON  or MB_HELP
 
      mov mb.lpszIcon,1000
      mov mb.dwContextHelpId,0
  mov mb.lpfnMsgBoxCallback,0
  mov mb.dwLanguageId,0
mov count,lengthof MsgBoxText
@@: lea ecx,mb
invoke MessageBoxIndirect
sub count,1
jnz @b
invoke RtlExitUserProcess,NULL
WinMain endp
end
Code: [Select]
; GUI #
include win64a.inc
.data
MsgBoxText      db "Win64 Assembly is Great!",0
MsgCaption      db "Uncle Remus tales: #2 MessageBoxIndirect",0
count db 0
.code
WinMain proc
local mb:MSGBOXPARAMS
mov mb.cbSize,sizeof MSGBOXPARAMS
mov mb.hwndOwner,0
mov mb.hInstance,400000h
        movr mb.lpszText,MsgBoxText
movr mb.lpszCaption,MsgCaption
mov mb.dwStyle,MB_OK or MB_USERICON  or MB_HELP
 
      mov mb.lpszIcon,1000
      mov mb.dwContextHelpId,0
  mov mb.lpfnMsgBoxCallback,0
  mov mb.dwLanguageId,0
mov edi,offset MsgBoxText
or ecx,-1
mov al,0
repne scasb
not ecx
mov count,cl
@@: lea ecx,mb
invoke MessageBoxIndirect
sub count,1
jnz @b
invoke RtlExitUserProcess,NULL
WinMain endp
end
9
The Laboratory / Re: on-chip random numbers
« Last post by aw27 on April 23, 2018, 07:52:52 PM »
D@mn!t  - oh well. That is strange though, TSX/HLE has been around since 2014 (Haswell).
Oh yeah, d@mn!t:
https://www.youtube.com/watch?v=AIXUgtNC4Kc
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MASM64 SDK / Re: Two version of upper and lower case conversions.
« Last post by jj2007 on April 23, 2018, 05:57:33 PM »
Maybe. Here are timings for a version (attached) using also CharUpperBuff:
Code: [Select]
This code was assembled with ml64 in 64-bit format
@#%&$+*THIS IS A TEST STRING {123}[456] - 1763 ms for CharUpperBuff
@#%&$+*THIS IS A TEST STRING {123}[456] - 296 ms for Upper$()
@#%&$+*THIS IS A TEST STRING {123}[456] - 468 ms for upper
@#%&$+*this is a test string {123}[456] - 359 ms for Lower$()
@#%&$+*this is a test string {123}[456] - 281 ms for lower

@#%&$+*THIS IS A TEST STRING {123}[456] - 1747 ms for CharUpperBuff
@#%&$+*THIS IS A TEST STRING {123}[456] - 281 ms for Upper$()
@#%&$+*THIS IS A TEST STRING {123}[456] - 452 ms for upper
@#%&$+*this is a test string {123}[456] - 359 ms for Lower$()
@#%&$+*this is a test string {123}[456] - 296 ms for lower

@#%&$+*THIS IS A TEST STRING {123}[456] - 1763 ms for CharUpperBuff
@#%&$+*THIS IS A TEST STRING {123}[456] - 297 ms for Upper$()
@#%&$+*THIS IS A TEST STRING {123}[456] - 452 ms for upper
@#%&$+*this is a test string {123}[456] - 374 ms for Lower$()
@#%&$+*this is a test string {123}[456] - 375 ms for lower

It's horribly slow, probably using a table for the LOCALE. I have tried to think of how to use SIMD instructions here, but it's not so easy because of the range restrictions. For example:
Code: [Select]
  mov rdi, offset srcdest
  movups xmm0, spaces
  movups xmm1, OWORD ptr src
  orps xmm1, xmm0
  movups OWORD ptr srcdest, xmm1
Output:
Code: [Select]
@#%&$+*This is A
`#%&$+*this is a
Almost perfect ;)
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