Sdw Posted December 19, 2011 Share Posted December 19, 2011 Wow, this is some seriously impressive stuff! Is there any binaries of the fixed versions (PAL) released? I get the bankswitch-bug-bars that Glenn mentioned when I run them on my 2600Jr with a Harmony. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted December 31, 2011 Author Share Posted December 31, 2011 Wow, this is some seriously impressive stuff! Is there any binaries of the fixed versions (PAL) released? I get the bankswitch-bug-bars that Glenn mentioned when I run them on my 2600Jr with a Harmony. Thanks. I will check for the bars when I get home from vacation. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 14, 2012 Author Share Posted January 14, 2012 (edited) Attached a demo version which I had sitting on my harddisk for quite some time without releasing it. It automatically (left difficulty switch = A) or selectable (left difficulty switch = B, SELECT) showcases nine ships and displays a (fixed!) status display. I hope you like it. Make sure you have phospor effects enabled when using an emulator. BTW: I couldn't repeat those Jr. problems with my own Jr. If they still occure, please tell me (screenshot preferred). Elite Demo v1.0 (PAL).bin Elite Demo v1.0 (NTSC).bin Edited January 14, 2012 by Thomas Jentzsch 8 Quote Link to comment Share on other sites More sharing options...
CorTat-G Posted January 14, 2012 Share Posted January 14, 2012 Amazing! Quote Link to comment Share on other sites More sharing options...
cd-w Posted January 15, 2012 Share Posted January 15, 2012 Very nice work - it would be great to see this made into the full game, but I suspect that isn't possible without some ARM assistance. Chris Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 15, 2012 Author Share Posted January 15, 2012 Very nice work - it would be great to see this made into the full game, but I suspect that isn't possible without some ARM assistance. Yes, I suppose the ARM could help with the kernel, the transformations, the line drawing etc. But I am not interested into coding that, I like to optimize the existing platform. The maximum I could personally accept would be the DPC functionality, since it was available back then. Not sure if that could be of any help outside the kernel. Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 16, 2012 Author Share Posted January 16, 2012 Hm, I wonder if a "real" 3D Asteroids would work. Like a FPS, just with Asteroids and UFOs attacking from all directions. Does such a game exist? Quote Link to comment Share on other sites More sharing options...
roland p Posted January 16, 2012 Share Posted January 16, 2012 (edited) Hm, I wonder if a "real" 3D Asteroids would work. Like a FPS, just with Asteroids and UFOs attacking from all directions. Does such a game exist? Maybe alianator comes close? : http://www.lemonamig...ils.php?id=1609 That's a sort of 3d-defender. Btw. the demo you posted looks really good. How many divisions/multiplies does the code? It looks damn fast for a vcs... Edited January 16, 2012 by roland p Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 16, 2012 Author Share Posted January 16, 2012 (edited) Hm, I wonder if a "real" 3D Asteroids would work. Like a FPS, just with Asteroids and UFOs attacking from all directions. Does such a game exist? Maybe alianator comes close? : http://www.lemonamig...ils.php?id=1609 That's a sort of 3d-defender. Thanks, I will check it. Btw. the demo you posted looks really good. How many divisions/multiplies does the code? It looks damn fast for a vcs... Quite a lot. All multiplications (IIRC there are no divisions) are done using square-tables, so they are pretty fast. How detailed do you want to have it? I have to transform all points and have to check the visibility of each polygon. Note: For the polygon visibility I once switched to using a predefined normal vector, but I found out that this wouldn't work in a real 3D world. So I would have to create the normal vector from 3 transformed points of the polygon. Which means a few optimizing steps wouldn't work there anymore. Also the math precision is currently very limited, so here it would become more complex too. And the step which transitions a whole object in space is missing too. Finally all lines are assumed to be completely visible now. So no clipping and only backface culling So for a real 3D game, this part would for sure become significantly slower and I would have to find some time somewhere else e.g. less complicated bankswitching (I need two double buffers of 1k each, but here I have to use one 1K buffer and four 256b buffers), co-processor etc. Edited January 16, 2012 by Thomas Jentzsch Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 16, 2012 Author Share Posted January 16, 2012 I just checked the code. There are 12 multiplications/point plus 3 multiplications/polygon. Quote Link to comment Share on other sites More sharing options...
Sdw Posted February 9, 2012 Share Posted February 9, 2012 Latest version ran perfectly on my PAL jr. Great seeing it actually running on real HW, the alternating line-display actually suits vector graphics very well! Quote Link to comment Share on other sites More sharing options...
+Philsan Posted February 10, 2012 Share Posted February 10, 2012 Thomas, now you have more time for this project... Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted February 11, 2012 Author Share Posted February 11, 2012 Thomas, now you have more time for this project... Maybe, but first I have to support another, long overdue project. Quote Link to comment Share on other sites More sharing options...
LS_Dracon Posted January 4, 2014 Share Posted January 4, 2014 Sorry the bump, I was playing with these demos, and wondering to know, with techniques for update 9 or more sprite rows at 30hz and melody technology (DPC+, lot of RAM) we can see these beautiful ships in large screen resolution running at 60 fps? (Rhetorical question) Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted January 5, 2014 Author Share Posted January 5, 2014 I don't think 60Hz are possible. But of course the use of an ARM CPU would offer a lot of extra potential (see Space Rocks and Stay Frosty 2). Quote Link to comment Share on other sites More sharing options...
xxx Posted June 1, 2015 Share Posted June 1, 2015 could u write a vector kernel for bb? Quote Link to comment Share on other sites More sharing options...
Thomas Jentzsch Posted June 1, 2015 Author Share Posted June 1, 2015 The kernel is not the problem. But the math has to be very fast, so I doubt bB can handle that. Quote Link to comment Share on other sites More sharing options...
popmilo Posted June 1, 2015 Share Posted June 1, 2015 The kernel is not the problem. But the math has to be very fast, so I doubt bB can handle that. Ahhm.... What is bb ? Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted June 1, 2015 Share Posted June 1, 2015 Ahhm.... What is bb ? batari Basic 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted June 2, 2015 Share Posted June 2, 2015 batari Basic Huh... Thanks! Guess I didn't sleep enough these days so I forgot such a cool thing like bb is ... Don't know if this was discussed before, but could the kernel be the way to 'plugin' 3d calculations in asm into BB ? Reserve smaller vertical part of screen for game graphics and use certain portion of remaining kernel part for 3d calc ? ps. Forgive me if I missed something in BBs working, I'm just a bb amateur Quote Link to comment Share on other sites More sharing options...
Atariboy2600 Posted June 11, 2015 Share Posted June 11, 2015 Fantastic! Simply FANTASTIC! Man with this programming I wonder if you can pull off other Atari vector games like say a REAL port of Star Wars Arcade or better yet Empire Strikes Back!^_^ Quote Link to comment Share on other sites More sharing options...
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