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Type: Posts; User: pkt-zer0

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    Sticky: You mean asynchronous input, as in, say, Java...

    You mean asynchronous input, as in, say, Java with KeyListener and whatnot?

    No. C/C++ doesn't include such functionality. You'll need to use a higher-level API for that.
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    Sticky: I was just pointing out that "sprites[0]" is...

    I was just pointing out that "sprites[0]" is totally and exactly the same as "*sprites". Obviously if you're using more than one, it just makes sense to access even the first element with the array...
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    Sticky: Short version: Yep. Longer version: I hope you...

    Short version: Yep.

    Longer version: I hope you understand the * operator. Now, we have a pointer, p.
    *p returns the value which p points to (p holds the memory address of that value.). p+1 is the...
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    Sticky: Silly me. Never thought of the stuff running on...

    Silly me. Never thought of the stuff running on an actual GBA... well, that explains it.

    Figured as much, I did the same. For enemies/bullets, I simply used a bounding box. Things like...
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    Sticky: Not bad. You should at least implement some...

    Not bad. You should at least implement some jumping soon. :P And the controls are a bit odd right now. What I mean is that 'left' simply overrides right. It should be like that whatever button was...
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    Sticky: Cleaner? No. Just check out Cassini. Faster? Hell...

    Cleaner? No. Just check out Cassini. Faster? Hell yes. In the case of consoles, there's not even the compromise of lack of portability.
    ...
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    Sticky: Meh, bastards. :P I was assuming that because...

    Meh, bastards. :P

    I was assuming that because I know some team here is looking for a C coder, to make a DS game, and they have the graphics part coded in assembler.

    I just read up on it, it...
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    Sticky: I know what scrolling is. I meant scrolling only...

    I know what scrolling is. I meant scrolling only part of the screen, like a floating menu. First I tried copying the memory fields line by line, replacing the empty parts with the background. I got...
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    Sticky: Nah, I dislike counting clock cycles and...

    Nah, I dislike counting clock cycles and comparing the speeds of register access. :P Also, the concepts of AI and assembler don't really like go well together. I also found it a bit troublesome (back...
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    Sticky: If "everything from scratch" means truly...

    If "everything from scratch" means truly everything, well, that's a nice thing, but pretty dangerous in some ways. What I mean is that being a top-class low-level coder means you'll be able to ace...
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    Sticky: ActionScript is good, if you know a bit of Flash....

    ActionScript is good, if you know a bit of Flash. You don't have to mess with graphics, and it's very similar to C++, although obviously a lot more basic. Did an adventure game sortof thingy in it....
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    Sticky: What are you porting from and to? I'm just...

    What are you porting from and to? I'm just curious.
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    Sticky: Okie. Arc tangent(x), as in the classic,...

    Okie. Arc tangent(x), as in the classic, mathemathical function, defined as the number between -PI/2 and PI/2, whose tangent equals x. So, basically the inverse function of tangent(x).
    You'd see now...
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    Sticky: Not really. atan2 ...returns an angle in the...

    Not really.

    atan2 ...returns an angle in the range from -PI to PI expressed in radians...
    atan ...returns an angle in the range from -PI/2 to PI/2 expressed in radians...

    U C?
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    Sticky: I still don't see much difference. You just don't...

    I still don't see much difference. You just don't divide with zero, and check for the correct sign. Also note that atan2 is capable of returning angles on a larger interval. That might be useful if...
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    Sticky: Silly people call it arctangent. Same thing....

    Silly people call it arctangent. Same thing.
    Wouldn't arctan/atan/arcustangent or some similar function exist, with one argument? And then atan(y/x). As that is only what atan2 does.

    EDIT: I am a...
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    Sticky: What's that? Arcus tangent? Or, what's the 2...

    What's that? Arcus tangent? Or, what's the 2 there? Anyhow, you only need arcus cosine for calculating the angles. That'd obviously mean that you have to write that part on your own. Which, I'm...
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    Sticky: http://nehe.gamedev.net/data/lessons/lesson.asp?le...

    http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=01
    Dunno how much this helps, maybe you could use some parts of it, sans OpenGL. There are probably better tutorials for Win32, but at least...
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    Sticky: Not really. I know nearly nothing about the...

    Not really. I know nearly nothing about the Windows API, but I'm dead sure you can't declare functions inside other functions. Anyhow, it still wouldn't compile, due to different function...
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    Sticky: .net uses the dreaded .net thingy, which is AFAIK...

    .net uses the dreaded .net thingy, which is AFAIK similar to the Java runtime environment. Kind of like M$'s own Java. Hooray for capitalism.
    Anyhow, there should be no compatibility issues, or at...
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    Sticky: Try doing the spider example first, then some...

    Try doing the spider example first, then some basic physics thingy (like, a bouncing ball or something similar), to get an idea on how you'd code something like that, and then you could go over to...
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    Sticky: You've got two vectors, with n coordinates (a1,...

    You've got two vectors, with n coordinates (a1, a2, a3 ... an) and (b1, b2, b3 ... bn). Their dot product is a1*b1+a2*b2+a3*b3+...+an*bn.
    Dot product of two vectors, as you could see, is the...
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    Sticky: Yep, I got it. Pretty neat. But, that it's being...

    Yep, I got it. Pretty neat. But, that it's being done in Shockwave shows that it's not too complex, thankfully. If free joints weren't connected to fixed ones, however, you'd have a bit more trouble...
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    Sticky: c� = a�+b�-2ab*cos γ And you also have a/b =...

    c� = a�+b�-2ab*cos γ
    And you also have
    a/b = sin α / sin β

    A, B, C are vertices of a triangle, a, b, c are the edges opposite them, α, β, γ are the angles at the corresponding vertex.
    I do not...
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    Sticky: You mean, how to identify each letter with it's...

    You mean, how to identify each letter with it's corresponding morse code?
    You could write a function (if you've learnt about them, that is), that does the conversion.
    Or, and I'd say this is...
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