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R0ger

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R0ger last won the day on March 18 2019

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About R0ger

  • Birthday 06/29/1975

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  1. Well you either need OS (typically for further disk operations) or you don't. If you don't, it's just a hindrance.
  2. Really great piece of programming .. I love it. I ported it to VB6 and experimented a bit with fixed decimal point to eventually do something like this in assembler .. but the quadratic equation doesn't go too well with that approach. So I also experimented a bit with ray marching, where the math is easier. Still nothing to show up, and it might never be, but it's certainly interesting topic.
  3. Cool effect. It's like a brain massage But yeah, RMT does it well. Update both pokeys close together, but mainly, in the same orders, and if possible, with same cycle offsets. Ideally use the same code for both init and update.
  4. Not that I use linux, but that's the spirit !
  5. It's the fire line. So no IMHO no extra hardware is needed. Might test it next week .. if I asks some other guys, we might get several light guns / light pens together.
  6. Hm .. why upgrade ? You can't test more than one light gun in a frame anyway (I mean with the multijoy occupying the second port). So you have to reserve one frame for each player. With 4 players that still gives you 12/15 checks per player. And IMHO no upgrade is needed, you would just switch which port is connected to Atari at each frame. Still .. with how rare CRTs are these days .. not really worth it IMHO.
  7. Yeah, I understand this part. But as you said, it looks like they have the whole line unrolled, so every bitreverse table line has it own code. It wouldn't be unheard of, obviously .. for a demo, that is. But then you still have to draw the pixels, solve when to move to the next byte, do other stuff .. which won't go too well with unroll. I'd look into the demo .. but it's C64, and the computation is on the disk drive, so I don't feel too brave to go into it.
  8. Anyone has the source code, or better explanation ? I understand the core (I think) I just don't see how it can be fast.
  9. This thread was recommended to me as the best one to ignore on this site. Gotta say, I was not disappointed. I might consider also ignoring it in the future.
  10. Thanks for sharing ! 😀
  11. My winner entry in 16kb intro category (intended PAL only, works on NTSC too, just faster): galaxy.xex
  12. The artifacting is IMHO not worth pursuing. Few reasons why: 1) doesn't work the same on PAL and NTSC 2) doesn't work at all with s-video cable, or with VBXE or other modern image systems 3) is not well supported in emulators (besides Altirra, of course) 4) colors themselves vary between computers, possibly even between resets. 5) you can't combine white outlines with colored fills. The tint is averaged over several pixels, and it's actually hard to do pure white anyway. You could use it to create colored fills, with not much detail in and around them. As for how it works on PAL, here are some main points: 1) there is basically always some tint .. but odd and even lines have the opposite hue phase, so if you use the same pattern on odd and even lines, the effect will cancel. If you want to experiment, I suggest using one line with pattern, then another line black or white, that will bring the colors out. 2) Blue and yellow are exceptions, those will show up even if you repeat the pattern on every line, as they correspond to 0 and 180 degrees in color space, and if you make them 'opposite', ie use negative angle .. they will end up being the same color. 3) The ratio of chroma vs pixels is exactly 5/8, which means that whatever color effect you get, it will be exactly the same if you repeat it each 8 pixels. Yes, that means you can use character mode for that. Good example of this is checkerboard pattern. It generates strong red tint in one half of the character and strong green tint in the other half .. but it repeats in the next character. There is also NTSC artifacting, which is way more predictable, but I have zero experience with it, and AFAIK, it's usually better to simply go with multicolor mode.
  13. Yeah, what I'm suggesting is less cycles per frame and the same amount of data usage. Why would you want all 4 streams if they are empty ?
  14. I just don't call decoding of the individual channels. I comment the extra calls out. Basically doing exactly what the skip code was doing (which I ripped out).
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