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Heaven/TQA

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Everything posted by Heaven/TQA

  1. The vertical glitch actually was not a bug. It were the grid vertical vertices. The mesh is being drawn like x1,y1,z1 to x2,y2,z1 and x2,y2,z2 to x3,y3,z3 So proper setting colors are now hiding those vertical edges. Those were visible with different colors but actually were no bugs. So to say they worked as designed. But they are needed to give the illusion. Those are getting clipped against near z plane as far as I could without breaking the maths. I might run into issue when I start to rotate.... as this drawing order etc is very very specific for frontal flight. But I am sure it totally breaks when I start to turn....
  2. Yeah there is a way to keep track of color for the eor filler but I still was not able to get it work so for the moment I went for this approach. Koronis rift draws 2x first mountains with a delta span filler and then the white outlines.
  3. Vladr... And I did fail still in an eor filler only environment.... Then I had a dumb idea.... as I set 2 pixel (start and stop for eor filler) what happens when setting 1 pixel in y offsetted? Voila.... contour A simple lda clc adc #255 to ypos did it
  4. Lucasfilm really was AAA studio... talents in the ILM department with Carpenter as team lead movie know how in Lucasfilm main frame coding setup based on unix with "cross compiler" for 800...so game was written in high language and main frame unix system with tool chain and set http://peterlangston.com/Papers/vidgam.pdf coders had the ball to code "real" 3d with tricks on 8bit machines.... they had "balls" to do it in 1982....
  5. more "death valey"... or more round... Carpenter makes it possible...
  6. The issue is how to get the vertical lines being visible. Koronis rift sets outline but doesnt use eor filler technique.
  7. Ppl who say 5200 please know the difference between 800xl and 5200? Would be like asking for 600xl or 400 port pls
  8. Vertical lines mean x2,y2,z2 to x3,y3,z3 and they break the trick illusion Lucasfilm is using for RoF and Koronis Rift.
  9. Thanks. Eidolon and Rescue on Fractalus are working with ora fillers and work in simplest way (like me do in all of mine engine). Using unrolled collum based speddcode where Index reg is used to adress Collums in a loop. Same for clear. But interesting koronis rift not. It uses that mentioned delta approach with injection of Jsr and Rts for span (in y) length to fill from y1 to y2. Not to mention the overhead with handling the jsr/rts you need to handle the top most byte depending on 0x or x0. Interesting the filler is a simple STA,X STA+40,X ... So I had expected at least LDA ORA STA To combine both pixel collums per byte. Anyway due to colors I am trying for 3 days using a EOR filler approach. Issue is that I dont know the colors above and below a area to fill as the drawing is handled from left to right. In my Voxel Code its always top to bottom and per collum...
  10. Ocean cave... first I thought its the source gif like Pic. Awesome.
  11. VladR.... You did some benchmarks in brute force fillers? Assume Koronis Rift is filling collums (delta height to next) with one color and later draws on top the white pixels...
  12. btw I was totally wrong with Koronis Rift... it does not use a so called EOR filler like I did in my Voxel engine... the engine has a full collum routine where ti fills from y1 to y2 with self modified code... and on top of it it draws the white pixels with simple AND ORA STA.... interesting that this approach is still fast enough.
  13. Procedure draw_line(x_left,x_right,linecolor) For x=x_left To x_right If x>=0 And x<=w If heights(x)<ybuffer(x) y=heights(x) dy=ybuffer(x)-heights(x)-1 ybuffer(x)=y Box(x*pixel_width, y*pixel_height, pixel_width, dy*pixel_height,linecolor) EndIf EndIf Next EndProcedure
  14. Love the arcade game and the Gameboy advance edition and this one... As the game is 3:4 instead of 4:3 did you altered gameplay etc? Was it translated from z80 version?
  15. Of course with a line buffer there is a threshold where the overhead of that doesnt compensate the skipped pixel settings and vice verser. On my voxel landscape I even had a brute force version where I draw 1x5 voxel spans without checks.
  16. What I ment with voxel landscape line buffer is that you fill a 1d scanline buffer with pixel y values. So when you draw a line you fill a y buffer where you store y values only if new height is higher than old height. Same for voxel landscape to avoid overdraws. And you can draw front to back.
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