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kezax

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  1. I was wondering if the DPC emulation in Harmony is complete, or if it covers only functions used by Pitfall 2, like the Stella emulator. And I could not find the source file for DPC.arm which is used to build the Harmony firmware, so I cannot find an answer to that question. Would someone know about this topic ?
  2. ooohhhh !!! you should have presented this at SV party. I remember how people were reacting when seeing again another version of Bad Apple on again another platform, and not knowing anymore how they should react 😂😂😂. Was quite funny !
  3. Hello, I was watching this Lynx Taxi Movie Demo on atarigamer today. How is this working ? Is it streaming data from the cartridge and uncompressing on the fly ? Also it needs to stream some audio sample. Seems really outstanding performance for the Lynx
  4. Hello everyone, I wanted to make a screen with two quad sprites on the left and two quad sprites on the right of the screen. And while doing that, I remembered the RESP registers can be triggered only once per line, unless their associated NUSIZ instruct the TIA to output several copies of the sprite per line. Which cannot occur when using quad sprites since they are only 1 copy. Some time ago, some people in this forum played with the RSYNC register, to introduce a delay in the display and make all graphics appear shifted horizontally on the screen, by a few pixels. So I thought that maybe there would be a way to trigger two HSYNC per line using RSYNC, and that would also permit the TIA to reset its state regarding sprite display, and so to display two quad sprites per line. Do you think that could be a working solution ?
  5. Yep, the texture is tile based and the tiles are rotated before being output to the extra buffer
  6. The texture is rendered into an additional 8k screen buffer, then Suzy draws and scales lines from it, line by line, to the screen buffer. There are tricks to draw only the needed parts of that texture (in shape of cone). Most of rendering loop was finally implemented in pure asm. At some point, I began to make plans to use this technique to also move over the checkerboard and render a Mario Karts clone with a full circuit, but then we decided the best linking theme of the demo would be Devil's Show, and this sequence had no more reason to be part of the demo.
  7. Hey, thanks ! It's not because I made one that you can't do it anymore We never see enough of them on the Lynx maybe you'll find a better way to do it - actually I have no doubt ! Some other parts of the demo required a lot more work to come true. Final size of cartridge before padding, is about 132kb, but if we would have had more time and would have encoded smallfont only one time, we would fit under 128.
  8. And here you can watch the final version of our demo:
  9. Hi @enthusi, I wanted to congratulate you and your team for your demo, it was really great to watch, and honestly the results of the compo were totally uncertain to us, until the prize giving. A few weeks ago I found a port of the Oxygene demo on the Lynx, and I could not believe during the show, the framerate that you achieved in your 3D world (almost as fast as that "polygon stream display" algorithm). Would it be possible to make an interactive version of your engine, where the user would be able to go where he wants ? I was blasted by the length of the run in that world, and I still can't figure out what was actually precalculated and what was not, it would be great if you could you give some insights ! Anyway, cheers for making a demo on the Lynx, she deserves more love !
  10. Hi, I am the main coder behind the Devil's Show. The sequence of the hummer was inspired by ideas of Remdy, another coder, and Exocet, our graphist friend. It is inspired by the video clip of Aphex Twin Windowlicker, and by the Silly Venture itself, which proposes every year to go on Friday evening to a Gdansk club in a hummer limousine playing Atari music, to enjoy a nice concert there and a nice polish dancer making a nice show called the Devil's show
  11. Hi @rj1307, I would like to get one too if it is possible ! Thanks !
  12. I would like a SD cart too, please
  13. To add rendering of a sprite to the rendering of the raycast is possible but not easy - not much time left. But it is possible, it was done in the final demo (including handling of a mask - to simulate going in front or behind a wall...). Sprite takes 8 bytes more RAM to be handled properly. Agree with AkashicRecord, it is heavy on RAM - and most interestingly, not fixed RAM size - depends on what is displayed. So, all the game logic variables which are actually const should definitely not be coded in RAM. And correct number of bits should be used, too. In the demo version, 24 bytes of RAM are reserved for multiplication table pointers, to avoid having to set any of them to the same value, more than once. It was a try to write fastest possible raycast implementation. However, holding some of these pointers represent very little gain of time (a few scanlines) and finally more waste of RAM than anything else, so I guess their space could be reused for something else. Also, there is not enough time to compute that at 50Hz, maintaining the display. One new frame is computed on an average of 3 or 4 frames per second.
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