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Heaven/TQA

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Everything posted by Heaven/TQA

  1. 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.
  2. core engine is described by Paul & Popmilo. and all details and magic are in the VIC20 source code and the A8 source I uploaded.
  3. The clock speed is similar to C64. The C16/116/plus4 is more on A8 speed cpu wise.
  4. 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
  5. 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.
  6. 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”.
  7. Most Activision 2600 ports use “kernel” racing beam tech.
  8. Interesting…most mentioned already… I throw in just Spelunker for “big level scrolling”.
  9. 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".
  10. my disassembly and patches of Capture the Flag: capturetheflag_a8.zip use MADS to get the binary.
  11. 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
  12. Well… in modern days I would go for “rotozoom” way of rotating around the “grid” which is basicly just 2d stepping sin/cos values… how Paul did? I bet at top of this thread it’s mentioned and I asked same question. But basicly you just rotate in 1 axis (y) and just 2d points (x,z) as height of Top is constant… that alone should help to speed… clipping is another bitch though…
  13. Rescue on Fractalus and Capture the flag use AND fillers not XOR. Koronis Rift uses XOR.
  14. Well… 1983 Raycasting wasn’t born… in games as God Carmack seem to invented it with his tank game (not 3d Wolfenstein)
  15. Thanks for me old fart to remind where I posted it
  16. Just for the records Wayout and Capture the Flag are not raycaster engines…
  17. Did we not all watched that from time to time
  18. Are you sure in the top left most only? Because I was going into the engine and talked with Paul few years ago… where did you get that info? Paul doesn’t remember details but it’s using top edge span buffer… remember that I might posted the “without fill routine” patch here
  19. That looks nice… Skyrim… should visit Schweiz more often…
  20. Jason, glad to have you back and take your time for recovery from the "flu" (of course it is not a flu... me just cynical, too). Life and health first... and looking forward til next release... doesn't matter when...
  21. hmm.... sad that this is only happeining on NTSC quite good. as the orange/blue artifacts colors are nice combo.
  22. and mode4 esp. RPG with status bars cry for PMs overlay/underlays to improve and distinct areas of view.
  23. like... remember A8 monochrome = artefacts colours and esp. on PAL "blurry".
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