Omega-TI #26 Posted April 2, 2016 Ah, hehe!! Thanks for trying though, I got a kick out of seeing it! An updated Poll Position, or something like it, is one thingI hope to see for the F18A before I kick the bucket. I can imagine the mountains in the distance being an actual digitized image using Tursi's converter. I imagine real smooth action using Rasmus' methods and the speed of the F18A itself. In some ways I bet it would be better than the arcade version of the time. As it is now, it's a real fun game to play, one of my top 5... even with it's present visuals. Quote Share this post Link to post Share on other sites
Tursi #27 Posted April 2, 2016 Yeah, it's on my list too, either to do or at least see. I also wanted an Afterburner clone - F18A should be able to do it without needing to pre-rotate the sprites like the arcade did. But time is never on my side. 1 Quote Share this post Link to post Share on other sites
Omega-TI #28 Posted April 2, 2016 Yeah, it's on my list too, either to do or at least see. I also wanted an Afterburner clone - F18A should be able to do it without needing to pre-rotate the sprites like the arcade did. But time is never on my side. Afterburner.... Dude, YES! Of course we'll all have a new "Project of the calendar quarter" if you decide to insert code for joystick feedback. I wonder how we would interface something like that. Quote Share this post Link to post Share on other sites
Asmusr #29 Posted April 2, 2016 Here is a good description of how pseudo 3D games like Pole Position or Outrun worked: http://www.extentofthejam.com/pseudo/ The F18A has everything we need: The ability to scroll each scanline independently, and palette changes for 'road markings'. But it would be more interesting for me to try if anything more could be accomplished on the old hardware. 3 Quote Share this post Link to post Share on other sites
Opry99er #30 Posted April 3, 2016 Wow, man... Really neat stuff. Quote Share this post Link to post Share on other sites
Opry99er #31 Posted April 3, 2016 (edited) Id like to see Electra Glide on the TI. http://youtu.be/TBZLG4_jTHk I think this is possible with what you've shown here. Exciting stuff Edited April 3, 2016 by Opry99er Quote Share this post Link to post Share on other sites
globeron #32 Posted April 4, 2016 Yet another demo - I don't think we have seen anything quite like this on the TI before. The speed is quite good at 20 FPS, but could it be used for a game? The speed is quite good at 20 FPS, but could it be used for a game? Maybe see Vectrex Roli Show https://www.youtube.com/watch?v=1gDSUsehNGg Vectrexagon might be a good rotating game for a TIxagon ? (or a more colourfull version ?) Quote Share this post Link to post Share on other sites
+arcadeshopper #33 Posted April 4, 2016 kind of reminds me of the action in "assault" by atari/namco: https://youtu.be/llt5bcmgxFQ?t=113 Greg 1 Quote Share this post Link to post Share on other sites
artrag #34 Posted April 5, 2016 (edited) It does look a bit like a racing game, but even Pole Position looks like Full HD in comparison. I think the best game for this technique would be a top view racing game where sprites could be used to provide some high res details. Very nice demo! Are you going to share the ASM sources for this too? On msx, you can find something very close here Edited April 5, 2016 by artrag 2 Quote Share this post Link to post Share on other sites
artrag #35 Posted April 7, 2016 (edited) How fast would it be if you port the code to multicolor mode but in half screen ? I mean a window of 64x24 pixels. If now you get about 20fps in a 32x24 window, you could try to reach 10fps for a double size window. I know that I'm running too much, but it could be possible to have a split screen using sprites and the status register. In the top of the screen one can use screen 2 and define some nice mountains or a static background, in the lower screen one can use multicolor mode and the above rotation engine. On msx with a similar split screen we had this Note: the speed and the palette are due to the use of an MSXTR (v9958 and R800) Edited April 9, 2016 by artrag Quote Share this post Link to post Share on other sites
Willsy #36 Posted April 7, 2016 Wow that's awesome! Quote Share this post Link to post Share on other sites
Asmusr #37 Posted April 7, 2016 How fast would it be to move the code to multicolor mode but in half screen ? I mean a window of 64x24 pixels. If now you get about 20fps in a 32x24 window, you could try to reach 10fps for a double size window. I wonder, if you only store a single multicolor pixel per byte of the map you won't get a very large map. On the other hand, if you pack two pixels per byte you need to unpack the pixels before you pack the VDP bytes. What if you only rotated groups of 2x1 pixels, then you could send the map byte directly to VDP. Would that look horrible? Quote Share this post Link to post Share on other sites
artrag #38 Posted April 7, 2016 Probably very bad during U turns Quote Share this post Link to post Share on other sites
Asmusr #39 Posted April 10, 2016 Great demo. Didn't someone do a plasma style demo on the ti a while back? Here you go, plasma for the 9918A: There are infinite possibilities for the plotted function, but if it becomes very complex the frame rate drops. This demo is using cos((y + phase) / 2) + sin(x + phase) + sin((y - x) * 2 + phase), where phase is incremented each frame. PLASMA.dsk plasma.a99 6 Quote Share this post Link to post Share on other sites
Tursi #40 Posted April 10, 2016 Interestingly, a thread started up in the ColecoVision forum about a Pole Position clone. It's using character graphics for the track (I believe) but although it looks a bit clunky in stills, it moves really well. http://atariage.com/forums/topic/152019-another-reason-pole-position-shouldve-been-released-for-the-cv/ There's no video on that thread, so I made a short one here (unlisted): https://youtu.be/exmdppBD3iE I think this shows that frame rate makes up for a lot... and I was thinking the rotating arrow demo really shows what a little anti aliasing can do. Low res is pretty usable. 1 Quote Share this post Link to post Share on other sites
Asmusr #41 Posted April 10, 2016 I think this shows that frame rate makes up for a lot... and I was thinking the rotating arrow demo really shows what a little anti aliasing can do. Low res is pretty usable. Perhaps it could be color table only graphics? 2 Quote Share this post Link to post Share on other sites
artrag #42 Posted April 10, 2016 The resolution of the track seems 32x96, but with color only graphics you can do also 64x96. Quote Share this post Link to post Share on other sites
Count9929A #43 Posted April 10, 2016 impressive stuff! All that I saw in this thread! Quote Share this post Link to post Share on other sites
LASooner #44 Posted April 14, 2016 Yet another demo - I don't think we have seen anything quite like this on the TI before. The speed is quite good at 20 FPS, but could it be used for a game? This kind of reminds me of one of the top down sequences of thunderblade Quote Share this post Link to post Share on other sites
artrag #45 Posted April 14, 2016 I wonder if the layers at different heights could work without killing the frame rate. I expect about 20/n fps where n is the number of heights on the screen. Quote Share this post Link to post Share on other sites
Asmusr #46 Posted April 15, 2016 I haven't shown you the race track in top-down view before. Here we go, from the real iron: 5 Quote Share this post Link to post Share on other sites
artrag #47 Posted April 16, 2016 (edited) By precomputing 256 frames for rotated opponents it could become a nice game. Due to limits in sprite sizes maybe less angles are adequate as well Edited April 16, 2016 by artrag Quote Share this post Link to post Share on other sites