Author Topic: Yabasic Rocks !!!  (Read 22797 times)

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Offline rain_storm

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Yabasic Rocks !!!
« on: January 09, 2007 »
This is probably a little premature but I just had to post this. I am truely proud of this one. I have been attempting to design a raytcaster for yabasic for years now with no success : (

Finally I have achieved this goal! And I think you all will agree that I have truely surpassed myself.
So with without further ado ... The moment you've all been waiting for ... Drum-roll please ... I present ...

YABASIC ROCKS !!! (woo hoo)

controls -
"arrow" keys = move around
"a" key = turn left
"s" or "o" keys = turn right
Well there isn't much in here to do yet but you have to admit that it is cool nonetheless. There is still plenty of room for fun stuff (like people 'n bullets) as well. Peace out.

Updated Version includes a map display (press enter to toggle on/off)
other features
1) faster algorythm
2) more accurate intersection with walls
3) new areas of the map are loaded into memory on the fly
4) weather effects including 3d lightning
5) The level editor I use to create the map
+ other minor additions
« Last Edit: January 21, 2007 by rain_storm »

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Offline Jim

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Re: Yabasic Rocks !!!
« Reply #1 on: January 09, 2007 »
Wow!  I love the way you've done the brick walls.  That's superb!  Have some karma for squeezing that last drop out of yabasic.

Jim
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Offline benny!

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Re: Yabasic Rocks !!!
« Reply #2 on: January 09, 2007 »
@rain_storm:

Never seen anything done with Yabasic ... any chance you can add an exe
file ???
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Offline rain_storm

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Re: Yabasic Rocks !!!
« Reply #3 on: January 09, 2007 »
Thanx for the karma Jim it's much appreciated  :cheers:

Sorry, Benny. But no can do on the exe, you're gonna have to run it under the emulator.
You can download it here -

      http://members.iinet.net.au/~jimshaw/Yabasic/ps2yabasic1.6b3.zip

or you could try running it under this one from Marc-Oliver Ihm but, I don't recommend it as it isn't faithful to the original language -

      http://www.yabasic.de/download/yabasic-2.763.bin.exe

anyhow... I've added a pallet (for colour look up) and increased the textures to 30x30, so everything looks alot better. Also I have incorporated the room transitions technique from my last attempt at this but i have segregated the different components such as doors, lighting, etc. so that new rooms can be built up by using pieces of previous rooms which should keep the memory footprint down to a minimum. The wheels are in motion. So stay tuned ...

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Offline Shockwave

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Re: Yabasic Rocks !!!
« Reply #4 on: January 09, 2007 »
That's really really smart! Great idea with the stone textured walls! Thank or posting it, + Karma for reaching your goal!
Shockwave ^ Codigos
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Offline rain_storm

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Re: Yabasic Rocks !!!
« Reply #5 on: January 09, 2007 »
Thanks alot Shockwave you have no idea how long that was in the making. I guese it's true 'One foot in front of the other gets the job done.'
I'm just glad to have the oppertunity to make a contribution, and to be able to display my work to the members of this fine forum.

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Offline benny!

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Re: Yabasic Rocks !!!
« Reply #6 on: January 09, 2007 »
@rain_storm:

Downloaded YaBasic Interpreter - thx for the links.

Your code is very well done. Congratulations.

However, it seems Yabasic itself runs very crappy on my machine. Maybe I should
give it another try - but on the first sight - I do not tend to like it.
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Offline Stonemonkey

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Re: Yabasic Rocks !!!
« Reply #7 on: January 09, 2007 »
Don't let Jim hear you say that Benny. Actually, this version of YaBasic was originally released on the demodisc that shipped with the PS2 (although not in all countries) and although it was a lot of fun to program the ps2, YaBasic wasn't particularly powerful and was a bit buggy and was just really a bit of a tax dodge by sony as they could call the PS2 a programmable computer in some places.
Someone (can't remember his name atm) had started working on an emulator so that the programs could be run on the PC and Jim continued the work on it and has got it running pretty well while keeping it faithful to the PS2 version although it runs better than that now.

Offline rain_storm

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Re: Yabasic Rocks !!!
« Reply #8 on: January 09, 2007 »
Well you can't push Yabasic like you can with most other compilers but its still a great medium if you willing to put in the work. And the emulator that Jim worked is almost identical to the original except for a few commands that no one uses (numparams). if anyone finds that it runs a bit slow simply do a search for "rays = " and bring down the value a bit... it will make things a little blocky but it will run faster.

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Offline benny!

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Re: Yabasic Rocks !!!
« Reply #9 on: January 09, 2007 »
Ooops ... I am sorry. I didn't want to offfend anyone or wanted to sound respectless
of someones hard work. Just tested Yabasic 2 minutes or so ... so don't take my critism
too serious.

Furthermore, I thought it was a commercial product - and the above was just was first
came into my mind.


@Jim:

Sorry, mate. I really do respect your work and knowledge !!!
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Offline Jim

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Re: Yabasic Rocks !!!
« Reply #10 on: January 09, 2007 »
Hi Benny, it's no big deal.  I'll be the first to admit it isn't perfect.  I appreciate your honesty, so have some karma.
Mind you, you should have seen it before I started work on it!  The orignal programmer is Peter Bas-IJdens.

Jim
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Offline Shockwave

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Re: Yabasic Rocks !!!
« Reply #11 on: January 09, 2007 »
Is there actually any of his original program left Jim? I thought that you'd pretty much re-written all of it?
Shockwave ^ Codigos
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Offline Jim

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Re: Yabasic Rocks !!!
« Reply #12 on: January 09, 2007 »
Not a lot of it left, no.  Some of the OpenGL primitives are still the originals.

By the way, the license is GPL and the project is on sourceforge if anyone wants to look at it.  Latest source hasn't made it to CVS though.

Jim
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Offline Shockwave

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Re: Yabasic Rocks !!!
« Reply #13 on: January 09, 2007 »
Would you like to host the emulator here too Jim? You're welcome to do that.
Shockwave ^ Codigos
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Offline rain_storm

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Re: Yabasic Rocks !!!
« Reply #14 on: January 09, 2007 »
Ah no offense taken Benny my man. Hope I didn't come off all defensive back there that wasn't my intention. Just wanted to write what had crossed my mind. Yabasic is a little outdated and runs a bit slow, thats what I meant to type (doh)  :whack:

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Offline benny!

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Re: Yabasic Rocks !!!
« Reply #15 on: January 10, 2007 »
Hi Benny, it's no big deal.  I'll be the first to admit it isn't perfect.  I appreciate your honesty, so have some karma.
Mind you, you should have seen it before I started work on it!  The orignal programmer is Peter Bas-IJdens.

Oops again. thx for the karma.  ::)

When I have some time left, I will have a closer look at the language itself. I promise.
[ mycroBLOG - POUET :: whatever keeps us longing - for another breath of air - is getting rare ]

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Offline Shockwave

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Re: Yabasic Rocks !!!
« Reply #16 on: January 10, 2007 »
It's quite challenging to write demos with no graphics except lines, triangles and filled rectangles :) It's good fun.
Shockwave ^ Codigos
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Offline rain_storm

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Re: Yabasic Rocks !!!
« Reply #17 on: January 10, 2007 »
Okay I wanted to pose a technical question ...
Would it be faster to draw the entire scene, then charictors then draw any walls that are between the viewer and the charictors?
Or would the best speed be found by drawing walls, stopping to draw a charictor and then some more walls?
The former simplifies the bulk of the rendering, the later makes the whole proceedure more complex for the sake of one or two walls, but everything will be drawn in paralelle so you dont have to redraw anything. Any feedback to this is appreciated.

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Offline Jim

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Re: Yabasic Rocks !!!
« Reply #18 on: January 10, 2007 »
In yabasic, you might need to stop and draw the characters when necessary.  Another possibility is to keep the positions of the tops of the walls in an array and use that as a kind of primitive z buffer (a z scanline effectively) and draw the characters afterwards.

Jim
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Offline rain_storm

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Re: Yabasic Rocks !!!
« Reply #19 on: January 10, 2007 »
Yeah I thought as much... Really I don't know how to do proper Z buffuring but I can alter things so that when a ray comes across a charictor I can record the first and last instances taking note of the ray number and the charictor number.
Then simply draw all rays that have also hit a charictor first, followed by all charictors that have been hit by a ray then all the remaining rays. This should work and will be much less work than trying to figure out what is between the viewer and the charictors.
Thanks Jim for showing me options that I didn't pick up on.

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