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Messages - sfx1999

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76
Q-Gears / Re: How about OGRE3D?
« on: 2006-05-21 16:50:44 »
What do you mean that it would be hard? You can use glOrtho for the field, and then use your standard drawing for the models.

Or, push a new projection matrix on the stack and then pop it when you want the models.

[EDIT]

I forgot to mention you may have to turn of the clipping plane when drawing the backrounds.

77
Q-Gears / Re: How about OGRE3D?
« on: 2006-05-20 22:00:21 »
That sounds like a good idea, if you can get OGRE set up in Dev-C++.

78
Isn't it faster to align 32-bit though?

79
IIRC, the default compiler setting aligns to 32-bit. It gives better performance, IIRC. Anyway, you can get a set of commands to use by using gcc --help in a command prompt.

80
Q-Gears / Re: Enhancements
« on: 2006-05-17 15:25:45 »
SVN, however, I installed the binary version. Unfortunatlely, it doesn't like MSYS, so I have to run it in a dos prompt.

I just found out I need to install SDL-image. I have never had that working before. Wish me luck.

By the way, have you ever used Corona? It really worked for me. It is an image library, BTW.

81
Q-Gears / Re: Enhancements
« on: 2006-05-17 14:56:19 »
I can't get it to compile, though.

82
Q-Gears / Re: Enhancements
« on: 2006-05-16 14:27:44 »
I did read it, but what is the relevence of that to this?

Anyway, is there a way for me to use CVS instead of subversion?

83
Q-Gears / Enhancements
« on: 2006-05-12 19:36:07 »
What kind of enhancements are you planning to do?

I was thinking that it would be a good idea to anti-alias the backgrounds and fix the palette problems, but here are some other ideas:

1.) Per-pixel lighting
2.) Particle effects in battle
3.) If necessary, a system to convert the vertex graphics to texture maps. This could help with things like eyes.
4.) Turn some effects into lights
5.) PSF support
6.) PSX Video Support
7.) Fix the automatic 256 color problem with movies
8.) MP3 support

Other less practical but cool ideas:

1) Bump mapping
2) Make it mod friendly
3) Make mod tools

84
Q-Gears / Re: About defines and platform specific.
« on: 2006-05-10 01:41:45 »
I have GCC 3.2.3, and it has atoi and itoa. It is in stdlib.h.

[edit]
Why not use STL? There is no need to reinvent the wheel here. And of course Microsoft would say that.

85
Q-Gears / Re: About defines and platform specific.
« on: 2006-05-09 23:50:57 »
What is ITOA?

Anyway, I had quite a bit of problems when I was using SDL related to the use of SDL_main. SDL actually redefines your main function.

86
Scripting and Reverse Engineering / Engine fantasy.
« on: 2006-04-04 22:57:34 »
How about this:

Do what is the easiest for you, and don't just hack something together. Make sure your code is clear by commenting and using appropriate variable names so I can understand it.

I guess your stuck using structures instead of objects, unfortunately.

Make sure you learn about things like transparency and frustum culling if you are going to make it so you can walk around.  An FF7 style engine doesn't really need the culling, but you should definitely research transparency.

Another thing, you might want to peak at the code for Quake to see how Id did it.

87
Scripting and Reverse Engineering / Engine fantasy.
« on: 2006-04-04 00:19:20 »
I would suggest using FreeGLUT or OpenGLUT to handle opening the surface, if that's what you need. They can do keys, also. They are under a the MIT license, IIRC.

To load images, I have used corona (http://corona.sourceforge.net/). It worked very well for me. Just make sure you know how to use it.

I haven't found a sound library that I liked. I was going to use OpenAL, but I couldn't get it to work with Dev-C++.

If you want to be portable, I suggest that you either not use MIDI, or use a software synthesizer. I never got MIDI working in Linux.

I also suggest C++ as a language. 3D engines greatly benefit from objects.

88
Completely Unrelated / Corrupt-A-Wish
« on: 2006-03-14 18:11:39 »
Granted, however you are jailed for heresy for saying it is not round.

I wish I never made this post.

89
I am guessing it is an endian problem. Also, did you accidentally convert from signed to unsigned?

90
Completely Unrelated / Corrupt-A-Wish
« on: 2006-03-01 20:50:53 »
Granted. You are now shirtless.

I wish I didn't have a wish.

91
I bought an adapter for PS1 controllers a while ago. I am still using it. It is USB. I got it at Radio Shack. I don't know if it still works.

I should learn VLSI so I can make a multiple controller interface with memory cards that can go into a USB port. That would be sweet.

92
Scripting and Reverse Engineering / FFVII on PSP - Again
« on: 2005-12-18 20:37:28 »
BTW, I was reading the other thread and a post said that the PSX had a 233 MHz processor. That is wrong. It is more like 33 MHz.

Anyway, the only way I can see it being possible if the PSP uses a MIPS based processor. I don't think it does. It is probably ARM based. If it was MIPS based, it would be possible to reroute function calls. It would still need to have enough RAM.

Also, the PSP would need to be able to transfer the movies from the memory card fast enough.

93
Releases / Battle model > Field model Conversion FINALLY!!
« on: 2005-10-04 04:25:29 »
SPOILERS!!! Maybe you should link to it instead.

94
Archive / FF7 MegaPatch
« on: 2005-10-01 02:22:25 »
They can be if they override some security measure, thanks to the DMCA.

95
For the first one, try converting pure blue to no alpha.

96
Scripting and Reverse Engineering / JIT Emulation?
« on: 2005-09-09 03:22:35 »
Using threads seams like a good idea, but won't jumping back and forth from thread to thread cause a performance hit?

Also, would using Windows' thread system be faster than using the pthreads library? I would like to keep this portable.

Another problem will be returning the new registers from one thread to the other, though. That won't necessarily be easy. Since I plan to interpret and compile at the same time, then just run from memory the next time, I will need a way to pass registers, which involves global variables. If a block is really small, your thread system won't necessarily be faster.

So, I was thinking, why not just read the registers and store them at the beginning and end of a block execution?

Also, the memory handling wouldn't be that difficult. It would be hard if the processor had a BIOS for creating pointers. I could just create pointers to system memory and that case, but self modifying code would be a pain in the ass there and I could bring the computer to its knees with a bad program that doesn't run out of memory as fast as the real deal.

97
Archive / New Hardcore Mod
« on: 2005-09-08 04:00:38 »
Maybe if you made it like FF3, where if you didn't kill the boss fast enough, you got owned. At least that is what happened to me.

98
Scripting and Reverse Engineering / JIT Emulation?
« on: 2005-09-08 03:56:50 »
I am not sure what you mean exactly. Aren't the registers stored when a function is called? As for making sure that the emulated registers aren't destroyed, you put them in a global variable.

99
Scripting and Reverse Engineering / JIT Emulation?
« on: 2005-09-07 03:15:44 »
It works for me. Are you sure that it's not working?

100
General Discussion / Zantetzuken?
« on: 2005-09-07 02:27:12 »
I suggest you create normal maps and specular maps. If you don't really plan on using it games or anything, make displacement maps. It looks better then coding the highlights in the texture.

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