emkay #2 Posted September 30, 2012 (edited) Things get even more interesting. Axelay scrolling with ANTIC (almost for free) ... you could also use the 48 bytes width for the horizontal movement. And Pokey is able to resemble the typical instruments for the Axelay tunes... almost for free... hmmm..... what could that mean Edited September 30, 2012 by emkay Quote Share this post Link to post Share on other sites
TMR #3 Posted September 30, 2012 Axelay scrolling with ANTIC (almost for free) ... Well, if "almost for free" means "using two thirds of the runtime" then yeah... the code can be optimised to a degree but there's not enough remaining time more than a couple of software sprites and the odds are that the RMT driver would have to go. Quote Share this post Link to post Share on other sites
emkay #4 Posted September 30, 2012 Well, if "almost for free" means "using two thirds of the runtime" then yeah... the code can be optimised to a degree but there's not enough remaining time more than a couple of software sprites and the odds are that the RMT driver would have to go. Better to watch this on the emulator Single scanline mode in the upper area, then using double scanline mode in the middle area, and in the lower use mixtures of single/double scanline with re-used LMS.... and even .... was in my mind.... What have you done there? Making the video fullscreen, it is noticable, you kept single scanline mode there. Quote Share this post Link to post Share on other sites
Jetboot Jack #5 Posted September 30, 2012 Looks like something that Nosty's Tomek Cartridge could sort out sTeVE Quote Share this post Link to post Share on other sites
ANTIQ #6 Posted September 30, 2012 Nice one TMR! You could even bite the bullet and use many display lists. Quote Share this post Link to post Share on other sites
Rybags #7 Posted September 30, 2012 (edited) LMS / Dynamic DList stuff - something that's so underutilized. Sky Raider comes to mind. Something like this might be achievable, of course forget about the horizontal scaling, that just wouldn't happen in realtime: http://www.youtube.com/watch?v=M8psn48srS8 Edited September 30, 2012 by Rybags Quote Share this post Link to post Share on other sites
TMR #8 Posted September 30, 2012 What have you done there? Making the video fullscreen, it is noticable, you kept single scanline mode there. Basically, the display list starts out as the same LMS command repeated 112 times and the addresses of those commands are re-pointed once a frame; the new values come from a couple of 256 byte buffers containing low and high byte values for the start of the actual lines of bitmap (currently it's fixed but that space can be made a little bigger and used as a ring buffer) and a table is used to translate that to put the curve in. If i unroll the loops it takes away the need for the offset table (and the need to constantly be stashing and recovering one of the registers during the build loop which'd give back quite a few cycles) so the trade off is memory against speed. The two buffers with the low/high values have to be shifted once a frame as well at the moment but unrolling might make it possible to do those differently and save at least some of that time... possibly. But that's when it starts becoming a more serious project rather than just the code i knocked together in an hour last night because it seemed like a giggle... i need to find some time, plan it properly and get the curve table sorted. Quote Share this post Link to post Share on other sites
TMR #9 Posted September 30, 2012 Sky Raider comes to mind. Something like this might be achievable, of course forget about the horizontal scaling, that just wouldn't happen in realtime That without the X scaling certainly "feel" impossible, although it still needs more time for soft sprite handling than i currently have... Quote Share this post Link to post Share on other sites
xxl #10 Posted September 30, 2012 Sky Rider has x-Scale in DList: Quote Share this post Link to post Share on other sites
Rybags #11 Posted September 30, 2012 Where do you find the hardware docs for these games? I tried searching myself with the Asteroids system before you did your emulation but found practically nothing. Quote Share this post Link to post Share on other sites
TMR #12 Posted September 30, 2012 That without the X scaling certainly "feel" impossible, although it still needs more time for soft sprite handling than i currently have... That was meant to say "certainly doesn't feel impossible"... [muttering about own failure in communication] Quote Share this post Link to post Share on other sites
José Pereira #13 Posted September 30, 2012 Just curious as my mobile phone can't play youtube videos and still a long way to home can someone post image(s)? Thanks Quote Share this post Link to post Share on other sites
TMR #14 Posted September 30, 2012 Just curious as my mobile phone can't play youtube videos and still a long way to home can someone post image(s)? 'Kay. Quote Share this post Link to post Share on other sites
Irgendwer #15 Posted September 30, 2012 (edited) Nice demo! I've something similar on my personal list: an 'Afterburner'/' Lynx 'Blue Lightning' http://www.youtube.com/watch?v=yxKi-hSTvVg type of game with extensive LMS use. At least something like 'First Strike' for the C64 http://www.youtube.com/watch?v=mRg8b08CKJE should be possible. I would just provide terrain data for different distances (and heights) and let them 'scroll' through the DL - biggest problem: spare time... Edited September 30, 2012 by Irgendwer Quote Share this post Link to post Share on other sites
popmilo #16 Posted September 30, 2012 Nice work Heaven! Take a look over here: http://www.lemon64.com/forum/viewtopic.php?t=36142&start=0&postdays=0&postorder=asc&highlight= That is attempt to remake a game for C64 in style of "Polar Star" from MSX. If C64 can do it with brute force rendering of bitmap each frame - A8 should have no problem with it using dynamic display lists and such.... ps. Yes - it's not whole width of screen but it still shows what can be done with good optimization ... Quote Share this post Link to post Share on other sites
Heaven/TQA #17 Posted September 30, 2012 Not me. TMR... 1 Quote Share this post Link to post Share on other sites
emkay #18 Posted September 30, 2012 Actually, game(s) exist that create the landscape effect Quote Share this post Link to post Share on other sites
TMR #19 Posted September 30, 2012 Anyone going to Play will get to see that test running on my 800XL at some point... i might even get time to fix the scaling tables or possibly unroll the code! Quote Share this post Link to post Share on other sites
xxl #20 Posted October 1, 2012 Where do you find the hardware docs for these games? I tried searching myself with the Asteroids system before you did your emulation but found practically nothing. debugger Quote Share this post Link to post Share on other sites
emkay #21 Posted October 1, 2012 price question. Which game(s) use this Antic feature already, for enhancing the "landscape" scrolling effect ? Quote Share this post Link to post Share on other sites
José Pereira #22 Posted October 1, 2012 (edited) price question. Which game(s) use this Antic feature already, for enhancing the "landscape" scrolling effect ? How much do you pay? I don't know who's the game but if the Prize is worth of I might waste some time thinking... Edited October 1, 2012 by José Pereira Quote Share this post Link to post Share on other sites
Rybags #23 Posted October 1, 2012 I doubt any games use a large area with LMS per scanline to generate such a depth effect in the way TMR has done. Pole Position does the road with LMS/Hscrol per scanline but the road is a simple fixed piece of graphics and the LMS is used only to apply curvature, and has nothing to do with generating psuedo 3D depth effects. Stealth aka Landscape appears to use a fixed location bitmap area so detail is rendered. Others such as Ballblazer / Dimension X - the depth effect is on a fixed repeating graphic. Such effects can be done cheaply by merely changing low byte of LMS and using DLIs to do colour register change to simulate forward/back movement on the grid. Quote Share this post Link to post Share on other sites
José Pereira #24 Posted October 1, 2012 (edited) <p> <br />Nice demo!<br /> I've something similar on my personal list: an 'Afterburner'/' Lynx 'Blue Lightning'<br /> http://www.youtube.com/watch?v=yxKi-hSTvVg<br /> type of game with extensive LMS use.<br /> <br /> At least something like 'First Strike' for the C64<br /> http://www.youtube.com/watch?v=mRg8b08CKJE<br /> should be possible.<br /> <br /> I would just provide terrain data for different distances (and heights) and let them 'scroll' through the DL - biggest problem: spare time...<br /> <br /></p> Yeah, it would be great. A8 has cpu, has colours as allmost all... Our bigest problem will be not the beautiful and speed gfxs but how would you get the sprites with our limited PMGs. I said here on the past in one of the Space Harrier conversations that I would like to see using same as Space Harrier Sheddy's Engine used in After Burner or the other one space/tunnels I just can't remember the name. Same ways and calculations as Space Harrier (here it's for Emkay's Mode7, o.k.?), as Sega has many similar 'back view' games, would be very fast, and that Sega did so many same type then Sheddy's code substitute sprites and 'history' might be not so hard. I think Sheddy's Engine could port lots of this games type from Sega? Edited October 1, 2012 by José Pereira Quote Share this post Link to post Share on other sites
emkay #25 Posted October 1, 2012 I doubt any games use a large area with LMS per scanline to generate such a depth effect in the way TMR has done. Things should get useful. Not sure, if such code ever will support a fully working game. You know, the A8 has no "8 multicolour" sprites there... I'm talking of a game that uses the antic feature of single and double scanlines in the DL to have a better "optical" depth scrolling effect. It was one of those "wow" moments to see it back in the 80s... Quote Share this post Link to post Share on other sites