Equinoxe game progress ...

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svenvandevelde
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Equinoxe game progress ...

Post by svenvandevelde »


Done more work on the engine ... so now the animations of the sprites can be dynamically loaded into vram and using a least recently used cache implementation, the images are placed with newer ones on the fly, when they are needed.

In other words, this is a VERA VRAM resource management method ...

Have a look at the below video. It has taken me a lot of work to make this ...

https://screencast-o-matic.com/watch/c3QlFQVOoQS

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desertfish
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Equinoxe game progress ...

Post by desertfish »


Very nice video Sven!!

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svenvandevelde
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Equinoxe game progress ...

Post by svenvandevelde »



On 9/12/2022 at 8:49 PM, desertfish said:




Very nice video Sven!!



Thank you. Maybe I plan to document it later on but now first want to work on the enemy flow logic a bit more. To make more enemies and make more bullets etc.

So that the game get's more attractive, building on the core that is here now. It is also necessary to do, for a good and thorough testing of the game engine.

Maybe a video to explain it would do, but also that takes a lot of time to make. Not sure what is the best. Tried to write things down, but that is not interactive at all (with people).

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svenvandevelde
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Equinoxe game progress ...

Post by svenvandevelde »


One thing I learn on the CX16 is that in order to do fancy things, like memory resource managers or heap managers, this results in a rather significant footprint of code and data. Like a hash management code and a hash table. Like linked lists and logic to manage these lists.... And the low memory area of the CX16 is limited, so it is important to ensure your game logic plus resource management logic all fits in the 0800 till 9Fxx memory area.

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Cyber
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Equinoxe game progress ...

Post by Cyber »


I very much like how video shows RAM contents in real time!

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svenvandevelde
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Equinoxe game progress ...

Post by svenvandevelde »



On 10/11/2022 at 5:16 PM, Cyber said:




I very much like how video shows RAM contents in real time!



It was a loţ of work to get to this point. A lot of base code written to make this all happen. I plan to make "how to" knowledge sharing materials on some of these topics later or early next year.

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