Author Topic: my 1k demo project  (Read 2881 times)

daydreamer

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my 1k demo project
« on: August 04, 2018, 04:18:01 AM »
the reason was if I get it to work with 16bit only,its more potential in SIMD using 16bit in 128bit simd
but also want to mix curves with perlin noise to whatever you want to use it for, my first idea was a racetrack,but it could also be used for river,extending it it could be generating a Canyon with generate a accompanying heightmap
also worked with VC++ inline SSE to create a "sinevalley",but only used extended ascii,in console mode,but could be extended with sine or other curve(s) controlling how it looks like on the map/topdown,while cosine/sine Controls how heightmap is generated inbetween bottom of Canyon and top of Cliff walls of Canyon

this only is capable of making 4 tiles,together a roundabout

« Last Edit: February 19, 2019, 03:08:39 AM by daydreamer »
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jj2007

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Re: an old try to generate texturemixedwith terrain tile
« Reply #1 on: August 04, 2018, 04:25:50 AM »
A 203 bytes com file... it works fine in my XP VM :t

daydreamer

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Re: an old try to generate texturemixedwith terrain tile
« Reply #2 on: August 04, 2018, 11:35:13 AM »
thanks for testing,now the try to develop it further,with vc++ and inline SIMD code


Quote from Flashdance
Nick  :  When you give up your dream, you die
*wears a flameproof asbestos suit*
Gone serverside programming p:  :D

daydreamer

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Re: an old try to generate texturemixedwith terrain tile
« Reply #3 on: August 10, 2018, 09:49:17 PM »
Sprites,export small images in. C format
tried to export a tiny 3drender with help of read it in and export it with a 2d program and it produced lots of garbage,when trying to export .c format file
Or. Inc file filled with sprite data,that a proc adds light and color to?
% used to write a binary sprite,maybe you Think its unnesserary to code sprites in binary and let code make light,but thats my fun with this Project,have as much a possible generated with code and/or combine it with some exported 3d

what can I achieve,when atari 8bit had 8k(8192bytes) cartridges for many of their games,when having disk drive,bigger games like Mercenary had a big 3d World,ok only wireframe 3d,but still
but atari had one BASIC/machine code game that only needed to use 256bytes machine code in page 6
« Last Edit: August 10, 2018, 11:45:06 PM by daydreamer »
Quote from Flashdance
Nick  :  When you give up your dream, you die
*wears a flameproof asbestos suit*
Gone serverside programming p:  :D

daydreamer

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my 1k project
« Reply #4 on: August 16, 2018, 09:25:51 PM »
star made with code
do I have wrong settings or wrong assembler version?
my 2010year code works,but 2018 code I am required add
mov ax,cs:label or it results in error messages
??????
« Last Edit: August 22, 2018, 12:04:14 AM by daydreamer »
Quote from Flashdance
Nick  :  When you give up your dream, you die
*wears a flameproof asbestos suit*
Gone serverside programming p:  :D

daydreamer

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my 1k demo project
« Reply #5 on: September 28, 2018, 03:07:55 AM »
want to change it to make use of floats as data instead
« Last Edit: February 19, 2019, 03:07:57 AM by daydreamer »
Quote from Flashdance
Nick  :  When you give up your dream, you die
*wears a flameproof asbestos suit*
Gone serverside programming p:  :D

daydreamer

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Re: my 1k demo project
« Reply #6 on: April 06, 2019, 11:15:36 PM »
its possible to work first with dos text at B800 which has word for each character,color code and ascii and transfer to 32bit windows app using unicode richedit and make curve generators there too
its possible to move vga 320x200 tilegenerator to windows 32bit app evolved and I will do that because without 64k segments it will be lot easier to evolve to generating a landscape bigger in memory than that fits inside a window and faster so its much easier to scroll thru,blend in a cloud layer above,bevel parts of landscape...
Quote from Flashdance
Nick  :  When you give up your dream, you die
*wears a flameproof asbestos suit*
Gone serverside programming p:  :D