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WVL

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  1. might be fun to show the editor we made to make the collision data We also have tools for other steps in the process (like packing the mask data, etc)
  2. Pinball dreams doesnt have multiball. You must be confused with Pinball Illusions.. Anyway, my c64 isnt able to cope with multiball anyway
  3. http://www.minet.uni-jena.de/~andreasg/c64...c_article_1.htm and check out 'linecrunch' and 'dma-delay' http://www.minet.uni-jena.de/~andreasg/c64...3.14.htm#3.14.4. http://www.minet.uni-jena.de/~andreasg/c64...3.14.htm#3.14.6. "By crunching whole text lines to one raster line each you have the possibility to quickly scroll the screen contents up by large distances without moving bytes in the graphics memory, in a similar way as you can scroll it down with FLD. The only disturbing side effect is that the crunched lines pile up at the upper screen border, looking awkward. But here you can use one of the invalid graphics modes to blank out these lines." that's why the displayed screen is only 167 lines high.. Normal c64 screen is 200 high - 8 for softscroll - 25 for max 25 lines of linecrunching.
  4. that's what i mean.. and the rasters where the tricks are done are also used to generate the display, so basically it comes for free.. (without needing the rasters for the display, scrolling would eat 25 rasters..)
  5. it depends a lot on the speed of the ball and the number of collisions.. Right now the ball can travel at 28 pixels/frame plus a collision/frame without exceding cpu power.. If the ball moves slow, and hits nothing, it doesnt use that much cpu power at all.. maybe 32 rasterlines. When moving fast, it eats almost all the available rastertime. Also, keep in mind the ball can collide multiple times per frame, the max I have seen while play-testing is 3 collisions/frame. Scrolling doesnt take much time at all, it basically comes for free. (I only have to update the $d800 colors, so scrolling 8 pixels requires me to copy 40 bytes of colors) Mask checking for the ball takes about 20 rasterlines (iirc, maybe a tad more).. that calculates 3 new sprites each frame (for the 3 hires colors)... then memory use.. the masking-data is not that big at all, i think it's around $800 bytes for 2 layers in the nightmare table. collision data eats a lot more, almost $3800 bytes or so for the 2 nightmare layers, part of which (around $600) I managed to stuff into the graphics themselves. background gfx also eat a lot of memory, roughly $5f00 bytes! then there's flipper animations, which take $700 bytes right now.. (this gives 7 animation frames for both the left and right flipper. I want to increase this to 13 frames later, so memory use will increase to $d00 bytes) and collision data for the flippers, also a couple of pages... then there's a gravity map (gravity can point to different directions on the table, depending on the local inclination), about $100 bytes.. music ($d00 bytes right now, will probably grow $800 bytes when finished) etc etc.. all in all the memory is pretty filled up. My best guess when all is finished, is that the game will use ALL of the c64's 64K's of memory (right now I'm using about $e800 bytes)
  6. It seems, the recognization of a predefined way is caused by the coarse calculation and used resolution. On the PC you can use 80bit FPI (if you want) on 8 bit and "simple" 16 bit computers, you have to stick with simple math-functions. 1005783[/snapback] position and speed resolution on the c64 version is accurate down to 1/65536th of a pixel .. all data is 32 bits!
  7. There's only gravity, friction, collisions and ball-spin in the c64 version. No predefined paths or anything. It's all really 100% calculated realtime. Fun thing is that I can even change the hardness of the walls locally, so some parts can be made softer (wood,flippers) and others harder (steel).. coolio
  8. Hey ppl I'm the coder of PD64 and was pointed to this by some friends for fun, here are the c64 versions of the tables, so you can compare. I'm really not interested in coding an Atari version (also, I don't know shit about the inner Atari workings..). But you can always ask if there's things you don't get (but only if you are serious about it!) here's a pack of all the sources and tools (only dl it if you really want it, it's quite big 8MB or so!) : http://www.interstyles.nl/Dev.rar grtz
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