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Rudi Account closed
Registered: May 2010 Posts: 125 |
DYPP
Hi,
DYPP - Different Y Pixel Position.
I don't seem to find an explanation on this effect on C64 on codebase or anywhere. Maybe its in another thread here on csdb, then please provide an link.
I know the basics of sines, ive made sinescroll on PC, but its easier there since you can look up the framebuffer directly, via sine-tables and so on.
Im wondering how this effect is easily made on C64. I believe there are more than one way, but i guess one way is slower than the other; for example moving each column-bit (inside a char) in realtime. The other way I think is having the chars animated, similar to a twister. Though, im thinking each angle is used for lookup table. I just dont seem to get it right in my mind to start coding on this effect. I've seen several early cracktros and demos that does this very fast, but haven't had the time to reverse-engineer the binaries. If you have any tips and info i'd appreciate it, or even better; write an explanation for codebase.
Thanks |
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... 43 posts hidden. Click here to view all posts.... |
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Oswald
Registered: Apr 2002 Posts: 5018 |
Nah no, I find myself often on the wrong :) But having coded in turbo asm is cool, I did that in early 2000's hehe :) |
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PAL
Registered: Mar 2009 Posts: 269 |
https://youtu.be/-9F5z8K0PXY?t=1874
NOW THIS IS A DYPP - by yours truly and pantaloon :-) |
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Krill
Registered: Apr 2002 Posts: 2846 |
Quoting PALhttps://youtu.be/-9F5z8K0PXY?t=1874
NOW THIS IS A DYPP - by yours truly and pantaloon :-) Nice, but the actual character definition is pretty 8x8-ish. =)
One could argue that it's not an instance of the DYPP effect class discussed here. |
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PAL
Registered: Mar 2009 Posts: 269 |
of course one can argue in that... but it is per pixel in y movement WITH extra layer of vertical lines moving behind in opposite direction... beat that DYPP scroller please... let the argue begin :-) |
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Sam
Registered: Aug 2010 Posts: 13 |
PAL, my DYPP from 1989 (Poor/Bias Crusher [fixed]) has two different color texts on top of each other, with per pixel y movement and no animated chars, there is also techtech to make it fluffier :-)
But I give it to you that yours is much nicer looking. |
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PAL
Registered: Mar 2009 Posts: 269 |
your is from 1989 andtherefor the best! I am a pixel artist, if I could code I would beat you all but I simply can not code... but I can get them things to be inside limits in a way thet few can.... I take off my hat for all your splendid code... but still I think mine is the best DYPP on the c64 ever... it is super huge and free feeling.... but yeah... I know what you say. |
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Rudi Account closed
Registered: May 2010 Posts: 125 |
Quote: Nope. it's exactly the same DYPP code when i show 1 and 2 scrolls. When showing 1 DYPP there is a double y-sinus, but when showing 2 DYPPs there are single y-sinuses.. simply because i don't have time to calculate TWO double y-sinuses :(. despite calculating 39 chars instead of 40 :P
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Rudi Account closed
Registered: May 2010 Posts: 125 |
Quote: I wonder if the char-transpose approach (swap pixel rows and columns in an 8x8 pixel grid) discussed in https://csdb.dk/forums/?roomid=11&topicid=121737#139125 may in practice really be useful for things like DYPP. =)
Actually, I had that in mind when I started that thread :) |
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Rudi Account closed
Registered: May 2010 Posts: 125 |
Crap. how do I delete faulty comments? |
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Lubber
Registered: Jan 2002 Posts: 26 |
My DYPP in the last part of Screech had a fixed sinus. Although the font is hires, the sinus is always 2 bits wide, so it was possible to have less animation positions to save memory.
https://www.youtube.com/watch?v=rU07Amaad1A&t=10m |
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