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PM 1.5


NRV

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Hi.. better late than never :D

 

Small post, technical explanations tomorrow..

Use Altirra emulator 1.3 or 1.4, probably real hardware, not Atari800Win..

 

The raycast engine base is there. Right now is only rotations, I need to add some tables and code to move the player. There is going to be a cost associated to moving.. probably will lose another 5 fps or more, but I have at least 3 optimizations to test yet, so is not that bad.. the real problem should be memory because I'm very near of the limit. I can do a very good version in a 130XE, but I want to do something with 64K :)

 

Keys:

- I: interactive mode On/Off (when "Off" you can rotate with the left and right arrows)

- R: rotation speed: 2, 4 or 6 degrees per frame

- TAB: change camera position (between 4 predefined points)

- M: music On/Off (maybe to gain some fps)

 

Many thanks to Miker for his great song (as always).

Also to Tebe (mads), Raster (RMT) and Phaeron (for his great emulator, Altirra).

 

PM_1_5 PAL.zip

 

post-11240-125714227113_thumb.pngpost-11240-125714227896_thumb.png

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It looks great. Incredible the rotation is clean, it not seems 80 wide res ;)

 

On the real Atari 130XE doesn't load the executable. Only read 4 sectors and stop loading on my SIO2SD.

Honestly first versions load fine but this and 1.4 version have the same problem on loading. For sure something easy I didn't take care.

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Ooooh... 2.5D in 8-bit!

 

You need to turn off joystick emulation in Altirra to get manual rotation keys to work (Shift+F1 or Input > Port 1 > None).

 

The EXE load dump shows why this program won't load on a real Atari:

EXE: Loading program 0004-0052 to 0040-008E

EXE: Loading program 0057-5143 to 2C00-7CEC

EXE: Loading program 5148-608A to 7EB6-8DF8

EXE: Loading program 608F-628B to 8E00-8FFC

EXE: Loading program 6290-62CD to 9000-903D

EXE: Loading program 62D2-6392 to 9100-91C0

EXE: Loading program 6397-6496 to 9200-92FF

EXE: Loading program 649B-659A to 9300-93FF

EXE: Loading program 659F-679D to 9300-94FE

EXE: Loading program 67A2-68A0 to 9500-95FE

EXE: Loading program 68A5-92A4 to 9600-BFFF

EXE: Loading program 92A9-92E6 to 1182-11BF

EXE: Loading program 92EB-93AA to 1200-12BF

EXE: Loading program 93AF-97BD to 1300-170E

EXE: Loading program 97C4-9C84 to 1800-1CC0

EXE: Loading program 9C89-9C8A to 02E0-02E1

 

It's loading over half of the page zero kernel database and part of low memory used by DOS. Some of the page zero locations in question are used by SIO (CRITIC at $42 in particular), so a new loader is needed. :)

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Hehe.. as the last one was loading for people with "modern" devices (SioToSomething..) I was hoping that this one will also load "magically".. well I will start planning the ATR version with a special loader then. I always knew that I will have to do it, but I wasn't giving it priority yet.

 

No one complaining about the pictures yet? :D

That are from a very old raycaster demo that's veeeeeeeeeery sloooooooooooooow (like 2 or 3 fps), but I like the ambient that the floor and ceiling and the "depth cue" gives you.. maybe I should try to speed it up with the new techniques.

 

Technical blablah later :)

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http://www.youtube.com/watch?v=ToIiWMf_XqU&fmt=6

 

Well, I only can said that this demo is one of the best 3D that I ever had seen on Atari. On this type of game maybe colors are more valuable that resolution. Look this:

 

- 128/256 colors on screen

- APAC GTIA mode

- Full DLIs on the whole screen

- Narrow screen

- Full use of 6502 CPU

- Full use of memory

- Banking memory (on future realeases)

- Free (i hope) :D

Edited by Allas
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The raycasting is quicker in a closed environment.

 

Rendering... variable - I guess the optimal is against a single wall at medium distance.

 

I remember doing maps in Wolf3D on a '486 - you would practically hang the machine if there was any open area bigger than about 8x8 cells.

Edited by Rybags
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No one complaining about the pictures yet? :D

That are from a very old raycaster demo that's veeeeeeeeeery sloooooooooooooow (like 2 or 3 fps), but I like the ambient that the floor and ceiling and the "depth cue" gives you.. maybe I should try to speed it up with the new techniques.

 

Could you post an executable? I'm interested in this engine. Would be a great base for Dungeon Master style game.

 

regards,

Jakub

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