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Tile based graphics "engine" in Bb


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#1 TheMajorHavoc OFFLINE  

TheMajorHavoc

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Posted Wed Sep 12, 2018 3:10 PM

Hello,

 It's been a while since I posted anything , so I thought I would share something I've been working on.
  My wife fell very ill this year and my prior project has stagnated from neglect. icon_sad.gif

 
  I started writing some routines to simulate tile based graphics on the VCS.

  It uses the vertical nature of player graphics and uses SC Ram to hold the data for displaying 16x8 tiles (25 onscreen 5x5)

  Uses assembly optimizations to speed up some things.
  These are double-width sprites to make 16x16 tiles.
   most of it is implemented in the vblank which makes the display left-biased due to timing

 

  
     

    Well, really the whole bitmap display is just using one sprite icon_smile.gif

       It is very flicker heavy
    
   
   Here is a little platformer demo for your amusement (or torture for those who despise flicker, sorry)
    looks ok on my 13" bench CRT;  On stella, use the phospor effect to help

     Top of screen  is a map displaying your position and a not-yet-visible enemy flying around.
       you can move left and right, fire button is jump.

 

9-15-18 -   *UPDATED DEMO* got color tables working.  I think it's looking pretty good :)

Attached File  platform_tile.bas.bin   16KB   23 downloads

platform_tile.bas_dbg_dfb2d83f.png

 

 

 Old demo - Attached File  Milons_secret_flicker_castle.bin   16KB   33 downloads

 

 


Edited by TheMajorHavoc, Sat Sep 15, 2018 6:17 PM.


#2 fluxit OFFLINE  

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Posted Wed Sep 12, 2018 3:51 PM

I'm sorry to hear about your wife's illness, and hope that her condition improves(if it hasn't already.)

 

 

Boy, Milon does like his flicker.  The title's a bit off though, unless it is meant to imply that the castle is almost a secret due to the flicker=D.

That said, I like the sprite movement.  It's nice that you can hang on the edge of a drop without falling.  I've not seen that before.

  --edit--  Is it intentional though?  It only seems to occur when moving to the right.


Edited by fluxit, Wed Sep 12, 2018 3:53 PM.


#3 Gemintronic OFFLINE  

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Posted Wed Sep 12, 2018 5:40 PM

You might consider trying to port some of the text mode demos from the assembly crowd to batari BASIC.  Basically replacing the DRAWSCREEN command.

 

Not sayin it would be easy (or all the asm programmers available for questions).  But, the payoff would be huge!



#4 Random Terrain OFFLINE  

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Posted Wed Sep 12, 2018 6:09 PM

Have you seen this:

 

http://atariage.com/...stuffing-demos/

post-3056-0-49155900-1476924074.png

bblogo.gif



#5 Jinroh OFFLINE  

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Posted Wed Sep 12, 2018 9:45 PM

Despite the flicker, the execution is neat, I like it. :)

 

I believe a few demos have used the venetian blinds technique (if you do not want to use the new bus stuffing method) to keep the kernel time down and minimizing flicker (as well as adding additional colours.) You could take a peek at Paul Slocum's Homestar Runner RPG as well that may give a few ideas (the code is available IIRC).

 

hs_rpg3.gif


Edited by Jinroh, Wed Sep 12, 2018 9:46 PM.


#6 TheMajorHavoc OFFLINE  

TheMajorHavoc

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Posted Thu Sep 13, 2018 5:23 AM

I have looked at those bus stuffing demos before and that's what sparked the idea.

 But, I'm not ready to move this project to Assembly yet icon_smile.gif

 

 I have slowly been editing of the standard display kernel in Bb to get venetian blinds for the playfield a striped playfield.

   (This is not in the same aspect of player graphics venetian blinds to overcome the scanline limitation, purely aesthetics)

 

 Here's a demo with that.

 also, you can cycle "tile" colors with the RESET button

 and may find one easier on the eyes heheh.

 

 If using Stella - the 32-bit versions appear to have a bug that cause some artifacting(?) for some reason.

 tested on a 2600 Jr and 64-bit stella ok.

 

*ADDED BINARY TO FIRST POST*


Edited by TheMajorHavoc, Thu Oct 4, 2018 4:52 AM.


#7 TheMajorHavoc OFFLINE  

TheMajorHavoc

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Posted Thu Sep 13, 2018 9:00 AM

I'm sorry to hear about your wife's illness, and hope that her condition improves(if it hasn't already.)

 

 

Boy, Milon does like his flicker.  The title's a bit off though, unless it is meant to imply that the castle is almost a secret due to the flicker=D.

That said, I like the sprite movement.  It's nice that you can hang on the edge of a drop without falling.  I've not seen that before.

  --edit--  Is it intentional though?  It only seems to occur when moving to the right.

Thank you for the condolences Fluxit :)

 

 No, the edge hanging is just an accident.

  I originally had planned on a Tutankham-like 4 way scrolling demo when I decided to

  work up a platforming routine.



#8 TheMajorHavoc OFFLINE  

TheMajorHavoc

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Posted Sat Sep 15, 2018 6:16 PM

Hello,

 

   Can someone test the latest demo in the latest 32-bit stella?

 

* There is still a bug in the Stella 32-bit version.

 use Mame or Z26 on 32-bit windows systems


Edited by TheMajorHavoc, Thu Sep 20, 2018 4:47 AM.





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