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Heaven/TQA

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Posts posted by Heaven/TQA


  1. hehehe.... i showed to 2 of our main coders some of numen's source code (the rubik's cube...) and they were blowed away... "How fast is the machine??? what? 1,79 mhz? 320kb ram??? hmmm...3 registers? hmmm... no gfx card??? hmmm...how to draw lines??? oh....you have to do this all onyourself??? and what about the rotation??? hmmm....and how has fox done the hidden line detection???" it was interesting...one of the programmers has done c64 stuff in the past so he understood most of the code (not how it worked really)...but the other one... 10 years younger than i am... is a pure "pc" grown coder...knowing opengl, visualc++ but no assembler...

     

    nowadays assembler is still needed...even just to have it in mind... when doing console stuff...you definitly need some assembler routines... f.e. on PS2 (V0,V1 of the emotion engine...) and what about the vectrex shaders microcode in geforce gfx cards? directx9 stuff???

     

    i have the impression that most of the hardcore c64, amiga, etc. people have moved to playstation or gameboy, GBA....because that is what it was...

     

    small systems, 100% specific hardware, limited resources and ram...and this is the challenge at the end...not the challenge to beat microsoft...

     

    hve


  2. ok...

     

    http://www.s-direktnet.de/homepages/k_nadj/i.html

     

    there are some of my productions:

     

    HIP example is the "green rendered taquart logo" i have done for interjam 1997 (boy...5 years gone like nothing...)

     

    RIP is sort of a colored version of HIP. it looks like the "ABBUC" colored HIP i have done for abbuc intro #52

     

    the "1997" & "TQA" bump-mapping effect is done in "mode9+"

     

    http://www.uni-karlsruhe.de/~un55/Atari8/demos.html

     

    there is the world 1st HIP-demo done by me in 1996.

    and an example of overscan HIP see therefore "Ultra2pre"-preview demo.

     

    demos which used HIP are (the famous ones:)

     

    Trip6 by Shadows

    RIP was used in a good demo i have forgotten...maybe fox knows it better...it showed a colored landscape with trees and the chars "RIP".

     

    and TIP is used in numen

     

    hve


  3. fox...if everything goes mad & bad... we should make sure that all sources, editors, etc... will be online so it will not be lost when you had harddisk crash or no energy anymore for the project...

     

    can you please send me the files you send to several people (incl. editor, etc...)?

     

    [email protected]

     

    mille gracie

     

    karolj


  4. ehm.... seems like it is a different game than boulder dash clones...

    but i havent understood the gameplay 100%...

     

    btw. o'rely's mine is brilliant! i love 8bit games with "time changing" backgrounds like going down sunset, etc... nintendo & sega made great use of that feature as well...such with the build in realtime clock...

     

    remembers me on 2600 realsport volleyball (the shark... ), enduro, the great american great country road race (??? activision with the longest game title... ;) and one of the 1st 8bit 3d intros...) TGACCR is a all time fave...and it saves records... oh...sorry... swimming in memories...

     

    sorry...i got download an ATR of that games...

     

    hve


  5. well... i try to explain how i have understood this:

     

    you can do interlacing in different ways:

     

    1. do simple double buffering (every VBL you switch complete video ram...) this method cause very obvious flickering

    2. do it more like on a TV set... flip the scanlines as well, vertically... this reduces the flickering to a minimum if the hue of the pixels differ not too much...

     

    and in case of HIP...you need DLI:

     

    1. vbi 2. vbi

     

    DList1 DList2

     

    gr9 (0) gr10(0) dli-bit set

    gr10(1) gr9 (1)

    gr9 (2) gr10(2) dli-bit set

    gr10(3) gr9 (3)

    gr9 (4) gr10(4) dli-bit set

    ... ...

     

    (x) is the number of the scanline in each video-buffer...

     

     

    i think this is something similar to "interleave" interlacing... ;) but i am not a TV technician... :)

     

    here are the DLIs

     

    1. vbi 2. vbi

     

    DLI1 DLI2

     

    pha pha

    lda #$40 lda #$80 ; switching to correct gr-mode (gr9, gr10)

    sta wsync sta wsync

    sta gtiamode sta gtiamode

    lda #0 lda #14 ;setting correct background-color

    sta $d01a sta $d01a

    lda #$80 lda #$40 ;switching to next gr.mode (see displaylist)

    sta wsync sta wsync

    sta gtiamode sta gtiamode

    lda #14 lda #0 ;and dont forget the background color!

    sta $d01a sta $d01a

    pla pla

    rti rti

     

    i hope its a little bit clearer... (unfortunatly the two dlis are hard to read :() please visit: http://www.s-direktnet.de/homepages/k_nadj/hip.html

     

    hve

     

    ps. fox... are you interlacing mode11 + mode10 to get 9*16 = 154 colours on 160x200 rez????


  6. you definitly need DLIs because of the different handling of

    the background color...in the way i have understood HIP.

     

    in mode10 $d012 holds the background and in mode9 $d01a...

     

    but it could be that fox used a clever gfx converter which does

    handle this via algorithm... so no time consuming DLIs are needed

    anymore...

     

    for the readers who never read my HIP-FAQ...

     

    in mode10 due to the fact that gtia needs more dma cycles to read the color registers the picture is moved 1/2 mode10 pixel to the right...and this is how you can increase the resolution via interlacing between mode9 and mode11...

     

    hve


  7. the ani-whatever crew do "fake demos"... don't take them serious...

     

    if you want to play the results from the music compo.... boot that disk

    and type "MP16" into the dos prompt... it starts the player...

     

    press space and it shows all valid music files on the disk...

     

    hve


  8. my fave fx are

     

    - "vector engine"

    - TIP plasma (with the flower...)

    - stickman

    - rubik's rube

    - HIP bump

    - the "shuffle game" with the tunnel fx... i have absolutly no clue how eru has coded this effect...

    - turbo vectors... (nice fill routine in 50 fps... ;))

    - the rotation of taquart logo and then turning into TQA HIP

    - all gfx, esp the numen color TIP from our gfx man, dracon...

    - ...

     

    well...it seems to me...i like all effects... :)

     

    hve

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