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Heaven/TQA

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Heaven/TQA last won the day on May 13 2018

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About Heaven/TQA

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    Baden-Württemberg, Germany

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  1. somewhere in the forum I might have posted the IRQ sample player I got from Space Harrier XE coder and I used that in Gridrunner. Miker did all the sample conversion on PC for it. something like every 2nd scanline IRQ was fired to play a byte of sample. not sure if it was 4bit nibble packed. tooo long ago or me getting old
  2. Copy protection? Did we not used Stereo double tape for dubbing ???
  3. Alley Cat is one of the best sfx examples… RoF… engine sounds, laser sounds, shields melting, window breaks, knock knock on door, stomping… 7 Cities… if my memories are right.. some gold coin effects? Wind blowing and water waves? btw. Thanx XXL for doing that because sound effects are hard for us coders. In the past I had some sound effects in Basic books… but not assembly. what about lightning and thunder? legendary, too… Dropzone player Explosion when you got hit.
  4. core engine is described by Paul & Popmilo. and all details and magic are in the VIC20 source code and the A8 source I uploaded.
  5. The clock speed is similar to C64. The C16/116/plus4 is more on A8 speed cpu wise.
  6. found the VIC20 disassembly in MADS format... should be working to build... but not sure if I messed with it... (like disabling font to see characters on screen). capturetheflag_vic20.zip
  7. sure. I was just wondering that in general 64kb is not enough to precalc a wolfenstein like raycaster data.... with all the rotation and subgrid movement.
  8. Just for the records… Paul’s VIC20 version does all in real-time like the A8 and not “faking” anything. It’s not much “precalculated”. Or do we now call a sin table “faking” . i have the source, too. what ivop just wanted to say is that it’s a “fake raycaster” as it does not shoot rays anymore as it’s all baked into tables. The PC tool did the “raycasting”.
  9. Most Activision 2600 ports use “kernel” racing beam tech.
  10. Interesting…most mentioned already… I throw in just Spelunker for “big level scrolling”.
  11. another good example that you can work with solid walls: and not to mention Philip Price's Alternate Realtiy, esp. the Dungeon which is a 90 deg but texture mapper... as you are not moving "in grid" steps like Bard's Tale but in "subgrid steps".
  12. my disassembly and patches of Capture the Flag: capturetheflag_a8.zip use MADS to get the binary.
  13. That's what Paul wrote me years back: "The challenge back then was how to get something like that to run fast enough for real time on such slow systems. As I recall, with the camera and world constraints I imposed, I only needed to do hidden surface removal effectively for one scan line. I was able to order enumeration of the walls within the view frustum to be ordered by depth (something like an octree rendering algorithm), so didn't need sorting, and I think I maintained a data structure of visible wall segments for the scan line and inserted new segments into that, updating it and doing hidden wall segment removal, as the walls were enumerated, in the end having an efficient list from left to right of the visible wall segments that needed to be rendered, basing the technique on old scan line based hidden surface removal 3d rendering algorithms predating the dominance of z buffer rendering techniques." http://www.flipcode.com/archives/The_Coverage_Buffer_C-Buffer.shtml
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