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Forums > C64 Coding > Chunky Perspective Mode
2016-08-31 07:00
oziphantom

Registered: Oct 2014
Posts: 478
Chunky Perspective Mode

You know the Perspective scollers, that use FLI to crunch rows and then you have a multi bitmap with Mul1 Mul2 cells.
Would it be practical/possible to make a 3D wrapped around a cylinder like look. Like Resogun on the PS4.
The main issue is you could make the "smallest" "pixels" 4x4(or 3x3 with a background grid) but you can only get 3 unique colours per 8x8, so you would need to do bitmap modes to change which of the 3 the "4th" pixel is(sprites?). But as you get to middle the "pixels" expand to give a perspective effect.
Has any demo done this?
2016-08-31 17:24
ChristopherJam

Registered: Aug 2004
Posts: 1380
Do you mean something like this? Pixels range from 3x2 near the top/bottom to bigger near the centre, with a 2-3 pixel line width for the black grid. 240x126 display area, should be easily scrollable with around 80% of the 10,000 or so non-display cycles. I've not coded it, but I've got a plan, and I think it would be reasonably straightforward.

I've definitely seen similar with chunkier pixels, not sure if anyone's had to resort to sprites+FLI (as this one would)



Resogun looks awesome (added it to the wishlist iff I ever get a PS4), but there's a hella lot of parallax going on there.
2016-08-31 20:15
Monte Carlos

Registered: Jun 2004
Posts: 351
3x3 pixels with 3 unique color per 8x8????
What are you talking about?
Either you have doublepixels and three unique colors plus background or you have single pixels with two unique colors.
No way round. That size spec is plain bullshit. you can get only 192 pixels covered with unexpanded sprites. however 8 sprites with fli would be cumbersome.
Most demos use multicolor, hence doublepixels (f.e the censor demos). Have seen these color underneath scrollers also in hires with very big voxels but don't remember the demos names.
2016-09-01 05:44
oziphantom

Registered: Oct 2014
Posts: 478
well for 3x3 you would have to have a sprite overlay for the "gird", which is only at the edges. I was not clear, my bad.

@Christopher I was thinking of warping horizontally rather than vertically.
2016-09-01 07:11
ChristopherJam

Registered: Aug 2004
Posts: 1380
Quoting oziphantom
@Christopher I was thinking of warping horizontally rather than vertically.


I was wondering that after I posted. That.. would be harder. Warping vertically you only need to force DMA for each pixel row, and you can hide it in a black line so you don't even need cycle accurate timing (any time from the start of the display area onward will do)

The horizontal case also gives you a fair few 8x1 cells with one colour from each of two rows of source pixels, so there's more colour combining to do too (unless you have considerably thicker black lines between the rows)

I'm guessing you'd be looking at a smaller area for the horizontal.
2016-09-01 07:15
Oswald

Registered: Apr 2002
Posts: 5022
some non conventional pixel / font sizes is always refreshing after 30 years of looking at the same size sprites, chars, 4x4 and what not :)
2016-09-04 19:53
Monte Carlos

Registered: Jun 2004
Posts: 351
Think, you should downgrade to multicolor because you would get too much hazzle getting the needed amount of sprites over the fli (you know, the record with 7 Sprites over FLI was only reached with severe illegal opcode trickery)
2016-09-05 20:25
HCL

Registered: Feb 2003
Posts: 717
Who did 7 sprites over FLI?! How could i have missed that one?
2016-09-05 20:30
chatGPZ

Registered: Dec 2001
Posts: 11130
wishful thinking? :)
2016-09-05 20:43
JackAsser

Registered: Jun 2002
Posts: 1989
Quote: Think, you should downgrade to multicolor because you would get too much hazzle getting the needed amount of sprites over the fli (you know, the record with 7 Sprites over FLI was only reached with severe illegal opcode trickery)

These kind of effects do not induce a bad line every raster line so it's perfectly ok even with 8 sprites.
2016-09-05 21:16
Copyfault

Registered: Dec 2001
Posts: 466
Quoting HCL
Who did 7 sprites over FLI?! How could i have missed that one?

@Monte: did you take "the best of both worlds", i.e. applying Ninjas 6 sprites over FLI to an NTSC-system ;)?

But Jackasser is right, as long as there's no need for a BL on every line all eight sprites shouldn't be too much of a problem... and it should be the same also for the horizontal installment of the discussed effect, no?
 
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