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LHS
Registered: Dec 2002 Posts: 66 |
rotating chessboard
Hello, how to code a "simple" monochrome rotating (+zooming) chessboard, like the part after intro in Deus Ex Machina?
I'm thinking on line rutines for filled vector (when x' = x+1). Just draw on screen a few lines, then a few lines rotated 90dgrs, it gives a "chessboard net". But then the EOR filling doesn't fill corectly, because the first (upper) line isn't prepared. This first line is filled only by end-points of vector lines. Is this a right thought? How to prepare the upper line? |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
hihi |
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WVL
Registered: Mar 2002 Posts: 902 |
crap. |
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LHS
Registered: Dec 2002 Posts: 66 |
@WVL, which way uses the Deus E.M. chessboard? I would like to code a small chessboard in sprites, with bitmap in background. (if is possible the routines easily explained). |
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WVL
Registered: Mar 2002 Posts: 902 |
I think the method in DeM is called a movelist, but I really can't explain that one to you :D |
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HCL
Registered: Feb 2003 Posts: 728 |
Yeah, how does that chess-zoomer in DeM and Dawnfall worx? I always wondered :). Graham? |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Yeah, how does that chess-zoomer in DeM and Dawnfall worx? I always wondered :). Graham?
We could ask Krill aswell since he perfected the routine in E2E4K. Krill? :D |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Always thought the Dawnfall style chessboard rotozoomers were done with eor-filling. Sure, there are more lines than would usually be possible with that framerate, but there's only two different slopes, so I assumed that could be used for some kind of optimization. But now that I think of it, maybe they're still a bit too fast for that. Damn, just when you thought you knew it all. ;) |
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Oswald
Registered: Apr 2002 Posts: 5094 |
Dawnfall style is done by using predefined patterns of various widths of lines of stripes drawn in slopes. :) so its basically lda eor sta, but the theory is more complicated than that.
ie one stripe looks like: AAAAABBBBBBAAAAAABBBBBB. It also uses the trick that's used to make the dawnfall texture mapper. basically you store the texture 4 times, each 1 multicolor pixel shifted horizontally.
so fex:
abcd efgh ijkl
you have the above 1 line texture stored 4 times shifted to the left:
abcd efgh ijkl
xabc defg hijk l
xxab cdef ghij kl
xxxa bcde fghi jkl
now lets zoom it with picking the right bytes:
abcd defg ghij
(each letter is one multicolor pixel) |
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WVL
Registered: Mar 2002 Posts: 902 |
@cruzer : it's definately not an EOR-filler. |
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LHS
Registered: Dec 2002 Posts: 66 |
Indeed, in the Krill's 4k intro this part is really cool! |
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