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24 minutes ago, MueThor said:

Now some stupid questions: You write that the resolution is 64x192. Not 192x64 (the images in your videos are broader in comparison to their height)? And will the Raycaster be really much slower, if you worked with a resolution of 128x192?

Yes 64x192, with fat pixels that are 4x1 normal pixels. This is the highest resolution where you can set the color of each pixel independently. To work with a resolution of 128x192 you would have to cast twice as many rays, upload twice as much data to the VDP, and spend a lot more time drawing each pixel. Do you know the limitations of the 9918A bitmap mode, that you can only have 2 colors per 8x1 pixels? You would have to keep track of that and decide which colors to use. When you draw in this mode by hand you can arrange your drawing in clever ways to work around this restriction, but in the raycaster the program would have to make quick decisions, and the result might not look better that what we have now.

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Holy s***, man this amazing work. The icon for our latest game takes up more memory than what you're working with.

Sent from my Pixel XL using Tapatalk

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On 9/10/2020 at 9:43 AM, MueThor said:

Now some stupid questions: You write that the resolution is 64x192. Not 192x64 (the images in your videos are broader in comparison to their height)? And will the Raycaster be really much slower, if you worked with a resolution of 128x192?


The problem is if he has to go higher than 64 horizontal resolution, he'll have to update the pattern table.  It's hard to update both the color table and pattern table at the same time because there's about 12KB of data to update and the graphic chip isn't very fast.  Then there's possiblity running into attribute color clash issue. This method only update the color table while the pattern table stay static is probably the best and fastest method of doing a raycaster engine on this graphic chip.  Every cell of pattern table is probably filled with 00001111. 

This is awesome to see how this is coming along.  Something like Faceball 2000 would be possible using this engine.

Edited by Kiwi
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