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        <title>FAT Engine and Related Stuff</title>
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		<!-- descriptions should be shorter than 500 char to be polite -->
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		<item>
			<title><![CDATA[ Recompile FAT ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/4679/t/Recompile-FAT.html</link>
			<description><![CDATA[ Lionel, (or Scott or Tom if you guys are still around)
<br>
<br>
    I am having a horrendous time recompiling FAT 1.21b, Tom&#39;s documentation mentions that compiling the sources haven&#39;t been tested outside of TIGCC
v0.93, so where would I even find v0.93?  Have you ever gotten FAT to compile on the latest TIGCC?
<br>
<br>
Thanks.
<br>
<br>
-Jeff
<br> ]]></description>

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			<author>feeds@yuku.com (Kimbett)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/4679</guid>
			<pubDate>Mon, 02 Feb 2009 01:43:38 GMT</pubDate>
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		<item>
			<title><![CDATA[ Linux Support? ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/930/t/Linux-Support-.html</link>
			<description><![CDATA[ I recently installed Fedora after much frustration with Window$ XP and have most of my development software setup as their linux installations or through wine. But as far as I know, wine doesn't emulate the command prompt, so my delemma is I can keep restarting and booting to my windows installation when I want to run TexMaker or I can ask you guys if you know how I could run TexMaker.exe from some kind of command prompt emulator or even better, find a linux distribution for TexMaker, and the... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/930</guid>
			<pubDate>Wed, 30 Apr 2008 22:04:30 GMT</pubDate>
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		<item>
			<title><![CDATA[ Issue with custom function archive ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/932/t/Issue-with-custom-function-archive.html</link>
			<description><![CDATA[ I have built an extremely basic user interface library for the TI-89 using TIGCC. It contains a number of header files, all included in a single library header file. I have compiled it into a function archive (*.a), and I want to use it in another program. How do I do statically link it from TIGCC's IDE? ]]></description>

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			<author>feeds@yuku.com (solokid)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/932</guid>
			<pubDate>Wed, 02 Apr 2008 07:53:32 GMT</pubDate>
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		<item>
			<title><![CDATA[ Maximum Number of Sprites ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/933/t/Maximum-Number-of-Sprites.html</link>
			<description><![CDATA[ I was wondering what the maximum number of sprites that the FAT engine could handle was. I've always used a number less than 64 because it made sense to me that somewhere around there was the maximum and I never had any problems, but I couldn't find anything in the FAT.h file that explicitly defined a maximum number of sprites. <br><br>Anyone know what the actual number is? ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/933</guid>
			<pubDate>Tue, 11 Mar 2008 17:10:32 GMT</pubDate>
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		<item>
			<title><![CDATA[ How does FAT engine handle its DEPTHDATA? ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/934/t/How-does-FAT-engine-handle-its-DEPTHDATA-.html</link>
			<description><![CDATA[ Namely, the light and dark screen data. I read through the scalers and some of the code and I don't get how a mask to set or clear a bit helps the client to know what the data is? Can someone give me the run-through on this? Wouldn't it be easier to jsut save the bit in the calling function and have the scalers just moveq a 1 or a 0 into the buffer? ]]></description>

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			<author>feeds@yuku.com (SuperKoolKid)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/934</guid>
			<pubDate>Sat, 08 Mar 2008 07:04:07 GMT</pubDate>
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		<item>
			<title><![CDATA[ Accessing and using TEXCONFIGs and their data ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/935/t/Accessing-and-using-TEXCONFIGs-and-their-data.html</link>
			<description><![CDATA[ I am having trouble with implementing the FAT engine's TEXCONFIGs into my own engine. First of all, I would like to know what map conventions the FAT engine uses. Namely, how does it know what TEXCONFIG to use based on the number in the map array at the intersection, and how does it calculate that and get a pointer to it? Second, based on the intersection coordinates, how does it get a pointer to the correct TEXSTRIP?<br><br>Now, I don't know if these are the same map conventions the FAT... ]]></description>

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			<author>feeds@yuku.com (SuperKoolKid)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/935</guid>
			<pubDate>Sun, 10 Feb 2008 06:47:58 GMT</pubDate>
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		<item>
			<title><![CDATA[ Saving a Door Array. ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/937/t/Saving-a-Door-Array-.html</link>
			<description><![CDATA[ How does one save a door array and then restore it from a save file? I cant figure out what all I need to save and where I should restore it to. Where is the data for the doors actually stored? What are the data entries that I need to be concerned with?<br><br>I want to make sure that all the doors on the level the player is on will be restored the same way when he loads the game. Is this even possible?<br><br>Is it worth the memory? <br><br>I tried something like this;<br><br><!--EZCODE CODE... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/937</guid>
			<pubDate>Thu, 31 Jan 2008 01:57:31 GMT</pubDate>
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			<title><![CDATA[ Mregparm and the Predrawcallback. ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/936/t/Mregparm-and-the-Predrawcallback-.html</link>
			<description><![CDATA[ I have a predraw callback that makes the level appear dark. It's a fairly standard routine with a few modifications. I enabled -mregparm in order to see if it would speed up the program/reduce the file size, and it caused address errors and the predraw callback not to work at all. I found this very interesting (and aggravating) and wanted to see if anyone knows why that happened. I don't have any current problems with it, I just disabled -mregparm and everything went back to normal, but I... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/936</guid>
			<pubDate>Tue, 29 Jan 2008 17:37:42 GMT</pubDate>
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		<item>
			<title><![CDATA[ Sprite height problems ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/938/t/Sprite-height-problems.html</link>
			<description><![CDATA[ First of all, note that this isn't a problem <!--EZCODE BOLD START--><strong>I'm</strong><!--EZCODE BOLD END--> having. Also, I'm not picking on any one person; it's more like I'm picking on <!--EZCODE BOLD START--><strong>everyone</strong><!--EZCODE BOLD END-->.<br><br>What I've noticed in most 3D FPS games is that either a) human enemies are giants or b) the player is a midget. Or c) the player is crouching the whole time.<br><br>Here's what I mean:<br><!--EZCODE IMAGE START--><img... ]]></description>

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			<author>feeds@yuku.com (Fred Foobar)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/938</guid>
			<pubDate>Fri, 04 Jan 2008 22:58:05 GMT</pubDate>
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		<item>
			<title><![CDATA[ Multiple floor heights related problem ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/940/t/Multiple-floor-heights-related-problem.html</link>
			<description><![CDATA[ Does anyone know how to find the top point of a projected wall column when using multiple floor heights? For reference to the method I am using, look at the Pervadi ray casting tutorials.<br><br><!--EZCODE LINK START--><a href="http://www.permadi.com/tutorial/raycast/rayc14.html#VARIABLE%20HEIGHT%20WALLS" target="top">Pervadi tutorial</a><!--EZCODE LINK END--><br><br> The proportion to find the bottom point is given as such:<br><br> straight distance to wall from player player's... ]]></description>

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			<author>feeds@yuku.com (SuperKoolKid)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/940</guid>
			<pubDate>Sat, 01 Dec 2007 02:15:38 GMT</pubDate>
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		<item>
			<title><![CDATA[ angles related question ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/941/t/angles-related-question.html</link>
			<description><![CDATA[ In a nutshell, if I switched to using a different angle plane aka change the angles from 0-359 to 0-575, like the FAT engine, would that change anything, or would it produce the same results?<br><br>For example, I now have to check for 90 degree angles while casting a ray, but if I switched, I would be using 144 degrees and the tangent of that is never infinity or zero. All I would need to check for would be tan(0)... ]]></description>

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			<author>feeds@yuku.com (SuperKoolKid)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/941</guid>
			<pubDate>Tue, 06 Nov 2007 21:05:58 GMT</pubDate>
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			<title><![CDATA[ Circular targeting strafing. ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/942/t/Circular-targeting-strafing-.html</link>
			<description><![CDATA[ I've come up with an auto targeting, circular strafing feature for my new game, but I noticed when you get to a certain point in your rotation around a target, the targeting stops. I think my math is off, can anyone see the problem here? <br><br><!--EZCODE CODE START--><pre> void AutoAim(FATCONFIG *fc){&nbsp &nbsp &nbsp &nbsp int target;&nbsp &nbsp &nbsp &nbsp short t_angle;&nbsp &nbsp &nbsp &nbsp short t_distance;&nbsp &nbsp &nbsp &nbsp for (target = 0; target &lt; fc-&gt;nr_sprites;... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/942</guid>
			<pubDate>Sun, 21 Oct 2007 21:20:16 GMT</pubDate>
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			<title><![CDATA[ First Ray casting specific question EVER! ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/943/t/First-Ray-casting-specific-question-EVER-.html</link>
			<description><![CDATA[ Hello. Major damage done to this computer in general by my little toddler brothers today. Won't go into detail. Now for my question.<br><br>Is it neccessary to use floating point decimals in a ray caster? For example; Angle between subsequent rays = fov/96 = .625<br><br>If you round that up to 1, you lose a LOT of accuracy there. For example;<br>FLOATING POINT EX: .625*47 = 29.375<br>INT EX: 1*47 = 47<br><br>I realize that every time you increase by the remainder you can subtract the... ]]></description>

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			<author>feeds@yuku.com (SuperKoolKid)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/943</guid>
			<pubDate>Sun, 09 Sep 2007 02:26:55 GMT</pubDate>
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		<item>
			<title><![CDATA[ Multidirectional Sprites ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/939/t/Multidirectional-Sprites.html</link>
			<description><![CDATA[ Okay, small problem, I just implemented the code for the fireballs that the Imps throw at you when you fight them in Doom89. The thing I'm having trouble with is organizing the sprites for the fireballs correctly. <br><br>Which way should it go?<br><br>Here's how I have it. <br>1. straight on (front)<br>2. pointing to the front-left.<br>3. pointing to the left (perpendicular to screen)<br>4. pointing away and to the left.<br>5. pointing away straight on (back)<br>6. pointing away and to the... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/939</guid>
			<pubDate>Wed, 22 Aug 2007 03:01:44 GMT</pubDate>
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		<item>
			<title><![CDATA[ FAT Animations ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/944/t/FAT-Animations.html</link>
			<description><![CDATA[ Has there been any thought put into adding native sprite animation? That would make &quot;moving&quot; sprite creation extremely simple. Would it not work a lot like the native wall animation? It's simple enough to do by hand, but it's tedious.<br>Just wondering.<br><br>Oh and would it be possible to have an option to have a sprite's orientation to the camera (visual orientation) fixed? Meaning that sprite would appear flat like a wall and get stretched to perspective like a wall. The reason... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/944</guid>
			<pubDate>Thu, 19 Jul 2007 03:33:52 GMT</pubDate>
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		<item>
			<title><![CDATA[ &quot;Do, or do not. There is no try.&quot; ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/947/t/-quot-Do-or-do-not-There-is-no-try-quot-.html</link>
			<description><![CDATA[ Kudo's to those of you who got the quote. As for the rest of you, get your heads out of the sand and buy the original star wars trilogy! <br><br>Seriously, is it wise to write your own RAY casting engine custom made for your program? I don't know what the cababilities and limits of the FAT engine, but the games I've seen made with it simply don't do what I am attempting to do in Metroid Prime 68k. (For more information, go to TIGCC programming and I posted somewhere around &quot;General C... ]]></description>

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			<author>feeds@yuku.com (SuperKoolKid)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/947</guid>
			<pubDate>Sat, 23 Jun 2007 08:09:54 GMT</pubDate>
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		<item>
			<title><![CDATA[ AI problems. ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/946/t/AI-problems-.html</link>
			<description><![CDATA[ I know this is probably going to show my inexperience so just bear with me. i'm having a problem with my enemies being able to shoot through walls, but only sometimes, i noticed that the corners where some tiles come together, if not for another tile to sort of &quot;cap&quot; that corner, have a sliver of space inbetween them, i dont know why, so i tried capping all those loose corners, and it still didnt fix the problem entirely. Sometimes my enemies arent able to hit you very well when you... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/946</guid>
			<pubDate>Tue, 19 Jun 2007 20:56:12 GMT</pubDate>
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		<item>
			<title><![CDATA[ PreHudCallback ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/950/t/PreHudCallback.html</link>
			<description><![CDATA[ I want to add crosshairs to Doom89, but i dont want to go through the hassle of altering all of the multiple frames of the huds for the guns to have crosshairs in the center, plus i want to let the player choose wether or not the crosshairs are on. how would one do this and have the crosshairs in the center. i know that the display offset has to be taken into account but i really dont have experience with a prehud callback altering the current hud. and would it be worth the speed... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/950</guid>
			<pubDate>Mon, 18 Jun 2007 04:02:09 GMT</pubDate>
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			<title><![CDATA[ Special Doors. ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/951/t/Special-Doors-.html</link>
			<description><![CDATA[ I am thinking about making a version of doom for 68k calcs, and i'm starting to plan easy-level creation and short reusible modules for setting up levels. i have a few already perfected but i was thinking of one to add for special doors, (eg. Door locked that needs the red/white/blue etc key) so. I was thinking of adding something that searches in the map data for special door values. In the FAT documentation it says that you have to use 127 for a (closed) door. I want to do something like... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/951</guid>
			<pubDate>Fri, 01 Jun 2007 19:38:49 GMT</pubDate>
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			<title><![CDATA[ Full Screen ]]></title>
			<link>http://tichessteamhq.yuku.com/topic/952/t/Full-Screen.html</link>
			<description><![CDATA[ I was wondering if the creators of the fat engine ever considered instead of the split screen that is currently the norm, having a version of the fat engine that supports a full screen mode? that would be very cool. I like the way the game gemini looks because of it's full screen view. I think it would also be cool to create a variable size side display (that part that isnt the fat-rendered view) to better emulate games like doom and wolfenstein. They had wider viewing screens with the game... ]]></description>

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			<author>feeds@yuku.com (AaroneusTheGreat)</author>
			<guid isPermaLink="true">http://tichessteamhq.yuku.com/topic/952</guid>
			<pubDate>Wed, 30 May 2007 20:04:58 GMT</pubDate>
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