Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in - nap
CSDb User Forums


Forums > C64 Pixeling > Graphician for intense EF game
2016-07-09 10:50
oziphantom

Registered: Oct 2014
Posts: 490
Graphician for intense EF game

Hi
I'm putting a plan for an Easy Flash game that is mostly a port, I plan to see what can be achieved with EF tech, so it will be more intense than the usual game. I.e. I anticipate swapping charset mid level, sprite copies ins etc also IFLI loading screen etc.
The game is a run'n'gun like Rush'n'Attack or Contra but with a lower enemy count and it is a "license" so aiming for a better "Ocean" look.
 
... 10 posts hidden. Click here to view all posts....
 
2016-07-13 09:11
cadaver

Registered: Feb 2002
Posts: 1160
If you want speeded-up scrolling without VIC tricks, REU will be a better bet, as it allows to do fast DMA transfers from a large level data area to the screen/colors.
2016-07-13 11:12
oziphantom

Registered: Oct 2014
Posts: 490
I'm not thinking of getting "Mayhem in Monsterland" speeds, just having a fixed place "scrolling" window scroller should save me some clocks that I can use for other things. Since the Source will always be in the same place, using unrolled loops should be easier. I will also get CRAM per map tile(1x1) as well for almost "free"
2016-07-13 16:50
Oswald

Registered: Apr 2002
Posts: 5094
Quote: I'm not thinking of getting "Mayhem in Monsterland" speeds, just having a fixed place "scrolling" window scroller should save me some clocks that I can use for other things. Since the Source will always be in the same place, using unrolled loops should be easier. I will also get CRAM per map tile(1x1) as well for almost "free"

best scrolling tech also uses unrolled loops (per column) how can you copy from memory faster ? in fact it will be slower coz you'll need selfmodded abs or (),y adressing to read from a big map.
2016-07-13 20:52
chatGPZ

Registered: Dec 2001
Posts: 11386
somehow it sounds like the first line of the first post sums it up - does any code exist already to back this up?
2016-07-14 13:03
oziphantom

Registered: Oct 2014
Posts: 490
I don't need to do any block unpacking or calculations. Also since the map is always in the "same" place in RAM I can put each row on its own $100 aligned memory location. Thus my plot new column code becomes a simple load,x store. With some logic to trap when I move over the edge of the "bank" and work out what the next bank is.

I have some code for the scroller, its not in the EF as I'm testing on a single "bank" of map data so can just do a PRG at the moment. I'm trying a 3x3 tile look.
Previous - 1 | 2 - Next
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
DJ Gruby/TRiAD
Guests online: 92
Top Demos
1 Next Level  (9.7)
2 13:37  (9.7)
3 Mojo  (9.7)
4 Coma Light 13  (9.6)
5 Edge of Disgrace  (9.6)
6 What Is The Matrix 2  (9.6)
7 The Demo Coder  (9.6)
8 Uncensored  (9.6)
9 Comaland 100%  (9.6)
10 Wonderland XIV  (9.6)
Top onefile Demos
1 No Listen  (9.6)
2 Layers  (9.6)
3 Cubic Dream  (9.6)
4 Party Elk 2  (9.6)
5 Copper Booze  (9.6)
6 Dawnfall V1.1  (9.5)
7 Rainbow Connection  (9.5)
8 Onscreen 5k  (9.5)
9 Morph  (9.5)
10 Libertongo  (9.5)
Top Groups
1 Performers  (9.3)
2 Booze Design  (9.3)
3 Oxyron  (9.3)
4 Triad  (9.3)
5 Censor Design  (9.3)
Top Musicians
1 Rob Hubbard  (9.7)
2 Mutetus  (9.7)
3 Jeroen Tel  (9.7)
4 Linus  (9.6)
5 Stinsen  (9.6)

Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.057 sec.