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Nightlord
Registered: Jan 2003 Posts: 131 |
UFLI?
Hi everyone,
I tried to google around in order to learn how ufli works but could not find anything. I know how fli, afli, shfli, shifli and finally xfli works.
can someone please explain how ufli works and what are its limitations. i tried to look at the displayer code of that veronica picture. i see sprites involved. but i do not understand the code... |
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Six
Registered: Apr 2002 Posts: 288 |
Does anyone know if the UFLI displayer has already been NTSC fixed by someone? I've been thinking of using the format for something, and don't want to rewrite the display routine if someone else has already done so... |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Wonder if it would be possible to make a UFLI routine with FLI every line. 6 sprites over FLI has been done in this demo: Darwin |
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Tch Account closed
Registered: Sep 2004 Posts: 512 |
Don´t really know if X-expanded sprites reduce the available rastertime.
Would be really great to have each line available!
Believe it or not,it does interfere and more compromises are required.
I think Dane´s XFLI is a one-liner.
Just don´t like to have a half-empty screen.
My code is not good enough to fill it up with something else. ;) |
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HCL
Registered: Feb 2003 Posts: 717 |
It's possible, but tricky. You have to use the sprite-crunching trick to automatically *stretch* the sprite, since you have no cycles to put new spt-ypos. That will give you at most 168 lines of gfx, probably a few lines less in reality. But i don't know where the sprite-data go, and which video-banks have to be used.. I guess Ninja's 8-cycle FLI-routine is not too flexible ;).
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WVL
Registered: Mar 2002 Posts: 886 |
sssssssssshhh!!! STOP TALKING NOW!
well, fortunately it's not ME who's working on it :) I hope nobody has just gotten any ideas though..
weird shit, every time something seems to hang in the air and it just makes sense to make a particular routine, so everyone goes for it.. why is that?
woef. :) |
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WVL
Registered: Mar 2002 Posts: 886 |
Quote: It's possible, but tricky. You have to use the sprite-crunching trick to automatically *stretch* the sprite, since you have no cycles to put new spt-ypos. That will give you at most 168 lines of gfx, probably a few lines less in reality. But i don't know where the sprite-data go, and which video-banks have to be used.. I guess Ninja's 8-cycle FLI-routine is not too flexible ;).
well, i didnt check ninja's routine out in detail, but i'm guessing there's the usual 8 lines-o-repetion.. so max 8 color banks are used and there should be plenty-o-space for sprites..
i agree the order of the sprites in memory WILL be totally crazy though, with the irregular $d018 pattern :) but i don't want to force myself to think about it ;)..
Anyway, i'm guessing that if you use the correct y-offset at the top of the screen, things will fall into place and you will get true 168 different lines of sprite data, which is the real problem here. |
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HCL
Registered: Feb 2003 Posts: 717 |
The problem is not to do that code, it's to code the editor for it and then find someone stopid enough to use it ;). I've had the idea for a while, but i probably wouln't do it. |
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TDJ
Registered: Dec 2001 Posts: 1879 |
Quote: The problem is not to do that code, it's to code the editor for it and then find someone stopid enough to use it ;). I've had the idea for a while, but i probably wouln't do it.
If you build it, they will come -> if there's an editor, people will use it. |
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WVL
Registered: Mar 2002 Posts: 886 |
Quote: The problem is not to do that code, it's to code the editor for it and then find someone stopid enough to use it ;). I've had the idea for a while, but i probably wouln't do it.
I think I know someone ;) |
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Tch Account closed
Registered: Sep 2004 Posts: 512 |
Ehrr.. mi sjtupeed....mi piksel massoghist. ;)
Well,I´d probably use it.
But I can understand the editor being one b°tch to make.
Maybe it´s an idea to use a $DD00 swapper in the original UFLI editor?
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