Search found 115 matches

by Oss117
Mon May 19, 2008 11:07 am
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Re: Physics metrics etc...

I was digging into the KO2 asm code, to search things related about physics, and I found something related to PitchBounceDragTable. MOVE.W PitchTypeInGame(A4),D0 LEA PitchBounceDragTable(A4),A0 LSL.W #$2,D0 MOVE.W $0(A0,D0.W),BALL_BOUNCE_VERT_SLOW(A4) MOVE.W $2(A0,D0.W),BALL_BOUNCE_HORZ_SLOW(A4) Joh...
by Oss117
Fri May 16, 2008 11:39 am
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Re: Physics metrics etc...

Just to come back to some un answered question :D
Is everything are computed as UK metrics units ?
by Oss117
Thu May 15, 2008 2:41 pm
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Re: Physics metrics etc...

On Amiga, practice mode, no opponent on the pitch, sure that I used the shortest path! But we are in the same magnitude and that shown that the computation made by John and Steve is correct. Because depending of your stopwatch, but with 7.9s for example to cross the pitch and voila you have more or...
by Oss117
Thu May 15, 2008 10:13 am
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Re: Physics metrics etc...

Funny! btw, I made manual test about the player speed, of course it could be a bit rough, but assuming that the KO2 pitch il 106 meters, you take 7 seconds to reach the distance with E.Curtis Internationa Team(PACE 200,Stamina 200). 106/7=15.1428571 m/s = 54,51 km/h Question, this test has been mad...
by Oss117
Thu May 15, 2008 9:41 am
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Re: Physics metrics etc...

Funny thing i found into asm source code is that the pitch is not 1392x914px but 1392x912px, so the limit of pitch from the throw in side go thru the middle of lines and includes the corner lines :) MOVE.L #XCENTREOFPITCH_1C80000,BALL_X_POS(A4) MOVE.L #YCENTREOFPITCH_2B80000,BALL_Y_POS(A4) 0x1C8 -> ...
by Oss117
Thu May 15, 2008 8:21 am
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Re: Physics metrics etc...

Many thanks to all these explanations. @ Steve, you are right in the code shown for collision, the height is not yet handled, thanks for your example 13.37m/s is pretty fast :D -> 48.132 km/h but it confirm the feeling I had that player running speed was unrealistic, but that contribute to the fun o...
by Oss117
Wed May 14, 2008 6:06 pm
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Re: Physics metrics etc...

Are you really doing sprite collisions?! :eeko: KO2 ball-player collision detection is done in full 3d maths, just like modern games (although just a simplistic point vs cylinder method). Go Dino! It is sprite collision yes, but it is position x,y,z related But tell me more about simplistic point v...
by Oss117
Wed May 14, 2008 3:29 pm
Forum: Kick Off 1/2
Topic: Physics metrics etc...
Replies: 43
Views: 1834

Physics metrics etc...

Hi all, Just wanted to know more about physics applied inside the game. for example the real speed of players. In open kick off, I have separate view from model, that means for example, when a player is running I first record the current time as start of running time, then I set the player speed to ...
by Oss117
Wed May 14, 2008 11:45 am
Forum: Kick Off 1/2
Topic: Tactic files decoding
Replies: 70
Views: 4030

Re: Tactic files decoding

Hi Steve,

Any news about the extra pitches ?
Is it possible to run FW select one of these extra pitch, start a match and then freeze the memory to dump the loaded tiles and pitch dat ?
by Oss117
Wed Apr 02, 2008 12:44 pm
Forum: Kick Off 1/2
Topic: Details about files included into files_crn archive
Replies: 6
Views: 476

Details about files included into files_crn archive

When browsing the KO2 disk, there is a file called files_crn which is an archive. In this archive we found several files that Steve have already succeed to extract : 4-2-4.tac blitz.tac div4.sqd int3.sqd int8.sqd kit2.bl1 kit5b.bl1 ko11.men ko16.men ko20.men ko2.men ko7.men scr13.men skit3b.bl1 skit...
by Oss117
Fri Dec 14, 2007 1:57 pm
Forum: Kick Off 1/2
Topic: Deep inside KO2
Replies: 4
Views: 406

Deep inside KO2

Steve, All KOA members Of course the following post is mainly dedicated to Steve, but if anybody of you has knowledge related to the topic feel free to react :D I had a look into the KO2 source code in Asm (not original but dissembled and commented by Steve). There are lots of interesting things 8) ...
by Oss117
Mon Dec 10, 2007 10:16 am
Forum: Kick Off 1/2
Topic: Ball logic
Replies: 18
Views: 1561

Steve may I ask you to have a look into the KO2PC source file? Could you make a zip file available on your ftp for download please ;)
by Oss117
Mon Dec 10, 2007 9:17 am
Forum: Kick Off 1/2
Topic: Ball logic
Replies: 18
Views: 1561

Also why not using pointers? Don't understand what you mean by saying this... Anyway everything is pointer in Java :wink: ALso whats open kick of in ? is it java? shame i would love to help, only i worked in c++ when i was making a remake. Only got as far as players on a pitch, a very crude tactic ...