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solidcorp

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solidcorp last won the day on May 14 2013

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About solidcorp

  • Birthday June 28

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    Atari 2600
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  1. This could be WAY faster if programmed in assembly with fixed point arithmetic and a square root lookup. Idk if it could approach real-time on an Atari computer, maybe a few frames a second or a few seconds per frame. Most of the pixels are usually direct hits on the sky/checker with no bounces, most of the remaining are single bounces of one or the other spheres. There are very few pixels in the image where a ray bounces between the spheres and those are only a few bounces. The ray tracer is a bit of a collection of tricks that can't render an arbitrary collection or even placement of spheres but you can readily move the camera up, down, forward, back, and change the camera FOV.
  2. Here are the links to the BASIC 10 liner contest entries that include the source code and .atr disk images Mode 7+ movie version here: https://bunsen.itch.io/raytrace-movie-atari-8bit-by-d-scott-williamson An "interactive" GTIA modes 9 and 11 version with sound and music: https://bunsen.itch.io/ray-tracer-gtia-atari-8-bit-by-d-scott-williamson Attached is a listing to an interactive mode 10 program that allows you to set the brightness and hue of each end of the color palette and the colors in between are interpolated. It's tricky to control but you can get some cool pictures out of it. Left/right adjusts hue, up/down adjusts luminosity, and button selects which end of the palette you're modifying. I have a 4 color graphics 7+ version where you can just edit each color and I like that better than this interpolation experiment. These are nowhere close to real-time 😉 RG10
  3. At 3200% it took about 10 minutes to render a frame, some take longer than others based on reflections. On classic hardware or unaccelerated emulator I guess that would be around 4.5 to 5 hours per frame. I used Hypercam2 and the lowest framerate I could capture was 1 frame per second, in the edit I playback at 30000% to 60fps video which is about 1 Atari frame every 1/30th of a second I think. I captured a LOT more frames than I needed but I did what was easy.
  4. Yep, which is based on someone else's program, @coprolite9000 just added the dithering. I saw it on Y-Combinator news. I've had to make lots of modifications to get it to work in Atari BASIC. The dithering is implemented with a diabolical hack that took a while to unravel Atari BASIC has no modulus operator Atari BASIC has no integer operations (e.g. DIV16) Had to adjust for screen resolution and aspect ratio Had to find suitable colors Disabled attract mode Added animation Fit in in 10 lines less than 80 characters - masochism I've other adaptations in mode 7+ with sound and color editing, and adapted it to GTIA modes too and added sound and music and color editing. I'll post more and eventually source soon.
  5. Interesting, I didn't know that. I met Greg and Rob at the same time and was blown away at the technical implementation of Klax, especially the sound which was an inspiration for me. Side quest: Before Lynx, among other things I developed 4 bit digitized sound compression tools and 6502 drivers that could be used in any Atari 8 bit system (e.g. 2600, 400, 800, XL, XE, 7800). I just checked the source code to RoadBlasters, S.T.U.N. Runner, and Toki and see that I used raw 8 bit digitized sound for the voices and some effects in RoadBlasters played directly out of the cartridge, used 4 bit samples in S.T.U.N. Runner where the audio driver automatically refilled a ring buffer in RAM (I think because it is more efficient to load a page from the cartridge than individual samples), and extended it to be a 4 bit power of 2 delta compression for 8 bit digital playback used in Toki that had really good fidelity at a 50% data compression (similar to BRR used in SNES audio hardware later). I later wrote lots of lossless data compression specifically for cartridge hardware optimized for speed and size (Bubsy SNES/Genesis and MoHawk & Headphone Jack on SNES but this is post Atari) and licensed the technology to Incredible Technologies, but I digress. From Chicago, I only knew that Greg and Rob had moved on when they did, I never knew specifically why. I'd be curious to know but I'm sure it would be no surprise (*nudge Greg & Rob to share )
  6. This is part of a collection of Ray Tracing projects I've been working on. I'm pretty proud of this one in particular. See the video description for details. 0:05 / 0:06
  7. Rob was working on Warbirds at the same time I wrote S.T.U.N.Runner. I met him at the Atari offices at 1265 Borregas Ave. in California in late 1989 I think. I made the 3D curving tunnel prototype proof of concept in my spare time a little later as a 2 axis adaptation of how I implemented the road on RoadBlasters. Warbirds and S.T.U.N. Runner were both released in 1991.
  8. 🤷‍♂ī¸ I guess people associate awesome 3D Lynx games with Rob Zdybel, who can blame them? I'll cut Ed some slack, it was a long time ago and all our memory banks may have faded here and there
  9. The Workshop88 blog site had an issue and had to be restored - here are the new links: https://workshop88.com/oldblog/index.php/2021/03/21/an-interactive-mandelbrot-set-explorer-in-10-lines-of-atari-basic/ https://workshop88.com/oldblog/index.php/2021/04/04/atari-8-bit-mandelbrot-set-zoom-videos/ Sorry for the inconvenience. Yea, @Ricky Spanish please share your version ?
  10. I was limited to 10 lines due to the contest of course, I'm glad you enjoyed and customized it. It could be MUCH faster using machine language in a USR command or in page 6, maybe someone could take a try at that? ?
  11. This program won second place in the contest! ? https://gkanold.server.deerpower.de/ You have to click 2021 results at the top.
  12. Frankly, it was easier than reading the keyboard asyncrhonously in 10 lines of Atari BASIC. STICK(0), and STRIG(0) are built into the language but I would have to peek to access keycodes, which also are not nice and sequential. I wish you the good fortune of a joystick (or an emulator that can emulate one like Atari800Win-PLus, which I think is also from Poland!)
  13. It depends on the depth, at the deepest levels one still color cycling image can take ~16 hours, possibly a whole day for a real Atari computer or emulator running at normal speed based on my calculation. This is why I wrote the multiresolution renderer. I ran the emulator as fast as it could run to do the rendering which was often 3000% speed on my machines give or take - so like 20-30 minutes -ish on average.
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