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bandwidthps1game's Introduction

CloudMracek

Hubble deep field Credit: Robert Williams and the Hubble Deep Field Team (STScI) and NASA/ESA

Hi! 👋 I'm a programmer from the Czech Republic who likes to code space stuff and who spends most of his nights staring at the sky (unless it's cloudy... then I stare at code) There is nothing much interesting to find here just yet. Go do whatever it is you do.

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bandwidthps1game's Issues

iso file?

sorry but i dont see is or just dont know how to convert it into iso file i wanted to burn it into my cd but i dont see iso file i think i have to burn iso file i am not sure i just wanna play this game but i dont know where is the iso file does it work if i will just download it as zip and convert it into iso file. does it work like that? i just want to play that game

navíc jsem čech

SquareRoot0 XL line

Hola,

I saw your video, super cool btw. And I can't let pass this loooong line:

SquareRoot0(abs((pos.vx - enemies[j].pos.vx) * (pos.vx - enemies[j].pos.vx)) + abs((pos.vz - enemies[j].pos.vz) * (pos.vz - enemies[j].pos.vz)));

I don't know which compiler is used for compile to PSX, because depending on the compiler the stdlib implementation could change in sort kind. Also I dunno what the heck is SquareRoot0 (I sneaked in the SDK source code, but is fully assembly and exceed my knowledge), if you know and you want to explain me, would be really great!.

So...

  1. pos.vx - enemies[j].pos.vx and pos.vz - enemies[j].pos.vz -> can pass this to a variable for computes once.

  2. You're requiring for the Absolute Value, as you already know the abs value is just the positive value of any Real Number, so you can use a Macro Function -> #define ABS(N) (N < 0 ? -N : N). With this you avoid passing as argument and call to a function. Also, I think the implementation of abs function does the same thing (because is pure math logic description).

  3. Referencing to the previous point, you already getting the abs value when you do the multiplication. That's because of the two factors will have the same sing (- * - = +) and (+ * + = +). So, if I understood correct, you don't need to calculate the abs value. In case I understood wrong, just use the MACRO 🙂.

  4. (Optional). If you are lazy as me, use a MACRO for Cuadrado (no idea how to say it in english) -> #define CRD(N) (N * N).

So the final image will be:

#define ABS(N) (N < 0 ? -N : N)
#define CRD(N) (N * N)

int vx = (pos.vx - enemies[j].pos.vx);
int vz = (pos.vz - enemies[j].pos.vz);

SquareRoot0((CRD(vx))+(CRD(vz)));

This is an executable example in C Playground

I hope it help for the improvement of performance, I'm not a C dev so I can't guarantee.

Greetings from Argentina!. Super good job with this and the video, you got a new sub!.

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