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Heaven/TQA

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Everything posted by Heaven/TQA

  1. Best for me dumb hardware guy was the 320xe cart... so I loved the fact its simply plug n play into port. No soldering. Same with turbo freezer solutions. So if the modern way is sys check 2 cart.... go that route... I prefer any plug n play solution prior soldering...
  2. Brings me to a question... was there a homecomputer Basic which has the ability be used like a text editor? Means scroll up/down? Some assemblers had that feature. I am not aware of any? Maybe Sinclair or amstrad machines?
  3. Sandor kept pressing on the reset button during some sensitive parts of the Joyride development that resulted in loss of work multiple times, therefore Farkas sellotaped a flat piece of lego over the button so that Sandor couldn't accidentally press it by instinct - that worked!
  4. I totally missed Sandors link to the history of HARD. Very interesting read: https://demozoo.org/groups/33628/
  5. Are those real artworks of timepilot? Because they look like those Gridrunner likes I am using in the game.
  6. It was ment to type silly things in store
  7. or isnt that from our 8088 MPH demo? looks familiar.
  8. oh... another DOS for god's sake are we the platform with most custom DOS around?
  9. doesn't matter as long as Charlie is remembering all maths details which I am interested in. as he wrote all versions (apple2,atari,c64)... the core of the game is the same while the rendering is "custom" per machine.
  10. I had a long chat with Charles Kellner who wrote actually the 6502 versions of RoF, Eidolon and Koronis Rift. and what he told me I can say that the code itself is top notch with a lot of tricks... He remembers a lot of details.
  11. Vladr.... there was no reference book https://www.nowgamer.com/the-making-of-rescue-on-fractalus/
  12. Btw I have no idea how you could make the pal version actually faster as its in the VBL.... any ideas?
  13. Yeah as it is tied to VBL.... long time i looked at the 5200ntsc version that it is signifant faster... And as the physics engine is in VBL it gets updated 60x per frame which increases responsiveness, too.
  14. Ah and another little detail... have you spotted that the panel is rounded and the engine renders left and right of the panel? So its not like in most games and even in mines that panel gfx is simply put there and switched. No the gfx is got rendered into parts of the panel, too, to give seem less impression.... Just grab the game and play it (on NTSC... its faster there)
  15. Somehow reminds me Rares story of Donkey Kongs Country with CGI rendered sprites etc.
  16. 1984 And why it is important... Computers were picking up in 80s.... coding them in assembly mostly unknown to the masses... sure they had de re Atari etc but lets see what LFG did (yeah fulltime) Handling 3D Maths on 6502 is still hard task and only few mastered it at that time (elite, star raiders to some extend, encounter, battle zone...) Now the guys did not only 3D maths but invented fractal shit line.... figured out filling screen with a intelligent ORA filler to give the illusion but only setting few dots.... Now the did rotation.... plus clipping lines.... now even further they invented animation system (rof pilot)... then faking up/down turning by simply scrolling.... Sound and atmosphere... as Lukas said... 50% of a movie entertainment is caused by sound and music... same on RoF.... Now they have implemented 3D bunkers shooting at you in 3D.... they have a flight physics engine with sink rate etc.... If you look at RoF in detail there is so much inside... sure big budget but they definitely were good guys coding it... Plus Carpenter know how from Boeing labs, 3D pioneer stuff, ILM knowledge what is hold in scifi action.... how to even use optic physics... have you realized that the screen colors change to blend you as viewer when shoots appear? This has used in movies. So you got automatically immersed and you get focused. And the sound fx where designed perfectly to the screen play.... I could continue on and on...
  17. Why turning? Because we can.... lucasfilm did it 1984.... so in 2018 we should be able to to do it again better
  18. On Amiga everything is avoiding using as much bandwidth on the bus.... so less colors for blitter less bitplanes to fill...its not like on ST where you can set 16 col pixels with movep and on Amiga bitplanes are separate planes not interleaved. So less colors means less cpu blocks while blitter occupies the bus.
  19. Turning is a must: but that is precalced. Look at 6:25 ff.
  20. We have an Amiga version running fast and not sure how the blitter filler works there.... (68k is Not mine) but its only RoF 4 color version...
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