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


Forums > CSDb Entries > Release id #112378 : Coma Light 13
2012-11-06 21:59
nightlord

Registered: Jan 2003
Posts: 129
Release id #112378 : Coma Light 13

now that we all had watched this many times, I wanted to ask if the authors can give a bit more info on the technical side of things. The demo has a really entertaining notefile but coders want more detail, so that we know what exactly we need to beat :)

For instance is the shadow casting vector realtime, or the dualpyramid with the 4 circles attached to its vertices. is that realtime?

Thanks again for a great demo.
 
... 13 posts hidden. Click here to view all posts....
 
2012-11-08 10:04
Bitbreaker

Registered: Oct 2002
Posts: 445
It would look uglier with 200 lines, as you'd then stretch the pixels in y-direction what would spoil all the (interlaced) dithering put into that effect, something i really dislike with the FPP effects. Win-win i'd say :-)
2012-11-08 10:38
Oswald

Registered: Apr 2002
Posts: 4610
it is possible to dither correctly 200 lines aswell. just split the Z gfx mapping tables into dither style A (*x*x*) and B (x*x*) and read from A on odd lines from B on even lines. split up GFX similarly, gfx type A is all *x*x and vica versa.
2012-11-08 11:52
Bitbreaker

Registered: Oct 2002
Posts: 445
Well, should work, but a quite some obstacles connected to that, compared to:

lda $dd00
eor #$02
sta $dd00

per frame :-)

That way you might need to update per line: $d018, $d011, $dd00, $d021, $d022, maybe a bit tight with having badlines only :-)
I'd be very happy to see lots of effects in a better quality, either in hires/ecm or at least properly dithered and maybe even interlaced. So don't hesitate to come up with a hires 200 line version :-)
2012-11-08 12:02
Oswald

Registered: Apr 2002
Posts: 4610
in soiled legacy I've managed to update all those ;), tho cheating like hell, d021/22 is updated on odd/even lines, and there's an lda dd00 in the raster speedcode for each line which is modded to sta dd00 when the checkers needs to be inverted (hint: lowest bit in d018 is unused, the value for d018 can be reused :) needed special drive code so it will not try to interpret all the crazy dd00 writes as input.
2012-11-08 12:05
Peiselulli

Registered: Oct 2006
Posts: 73
use krill loader and let the upper 6 bits of $dd00 to zero, that works perfect. "SAX" instead of "STA" with X register set to $03 helps a lot here ...

2012-11-08 12:10
Bitbreaker

Registered: Oct 2002
Posts: 445
Yeah, a nice feature is that unsued bit, used that trick it in my hires twister in Ächzzeit as well :-) If you want to avoid loader trouble, SAX is your friend, if you can afford wasting one register for that purpose only, that is.
Edit: Urks, Peiselulli was faster :-P
2012-11-08 12:19
Oswald

Registered: Apr 2002
Posts: 4610
that SAX trick could have been used nice one. btw looked at that code, its even more crazy than I remembered. the raster speedcode has to be all selfmodded, no time to load from tables each lda is lda #$00, also there's only time on each 2nd line to write to dd00 :)
2012-11-08 21:32
Skate

Registered: Jul 2003
Posts: 477
well, it would be much nicer to have an official tech notes instead of guessing how those effects are done, right? :)
2013-01-14 14:39
Bitbreaker

Registered: Oct 2002
Posts: 445
Skate: No tech note so far, but this might give some more hints regarding the chessboard. It also explains other effects that base on the same principle.

http://www.codebase64.org/doku.php?id=base:twisters_x-rotators_..

@all: Now don't say it is cheap, now as it is clear how things are done :-)
Also the monitors built into our carts are a very legitimate mean to understand what's happening on the screen :-) Don't be a pussy, that is all that we had back these days when we wanted to understand what others did, isn't it? :-)
2013-01-14 18:55
PopMilo

Registered: Mar 2004
Posts: 145
Quote: Skate: No tech note so far, but this might give some more hints regarding the chessboard. It also explains other effects that base on the same principle.

http://www.codebase64.org/doku.php?id=base:twisters_x-rotators_..

@all: Now don't say it is cheap, now as it is clear how things are done :-)
Also the monitors built into our carts are a very legitimate mean to understand what's happening on the screen :-) Don't be a pussy, that is all that we had back these days when we wanted to understand what others did, isn't it? :-)


Wow! That is one nice piece of code!
Thanks !!!
Previous - 1 | 2 | 3 - 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
Fix/[HF] + [ONS]
zscs
Rebok
Dymo/G★P
DonChaos
hedning/G★P
Krill/Plush
JEZ
DuncanTwain
G-Force
Core/VPN
Guests online: 52
Top Demos
1 Uncensored  (9.7)
2 Memento Mori  (9.6)
3 Edge of Disgrace  (9.6)
4 Coma Light 13  (9.6)
5 Comaland 100%  (9.6)
6 Unboxed  (9.6)
7 The Shores of Reflec..  (9.6)
8 Lunatico  (9.5)
9 Remains  (9.5)
10 C=Bit 18  (9.5)
Top onefile Demos
1 Crystal Gazer  (9.5)
2 Dawnfall V1.1  (9.5)
3 Smile to the Sky  (9.5)
4 Daah, Those Acid Pil..  (9.5)
5 Rewind  (9.5)
6 Postcard from Earth 2  (9.5)
7 Instinct  (9.4)
8 The Night It Snowed  (9.4)
9 Tribute to Ben - Las..  (9.4)
10 In Memoriam BHF  (9.4)
Top Groups
1 Booze Design  (9.4)
2 Censor Design  (9.4)
3 PriorArt  (9.4)
4 Oxyron  (9.3)
5 Triad  (9.2)
Top Original Suppliers
1 hedning  (9.8)
2 Baracuda  (9.5)
3 Derbyshire Ram  (9.5)
4 Irata  (9.3)
5 Fungus  (9.0)

Home - Disclaimer
Copyright © No Name 2001-2020
Page generated in: 0.128 sec.