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Forums > C64 Coding > rotating chessboard
2010-10-14 07:43
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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2010-10-14 12:58
chatGPZ

Registered: Dec 2001
Posts: 11386
hihi
2010-10-14 13:00
WVL

Registered: Mar 2002
Posts: 902
crap.
2010-10-14 13:04
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).
2010-10-14 13:06
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
2010-10-14 13:20
HCL

Registered: Feb 2003
Posts: 728
Yeah, how does that chess-zoomer in DeM and Dawnfall worx? I always wondered :). Graham?
2010-10-14 13:39
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
2010-10-14 14:30
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. ;)
2010-10-14 14:33
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)
2010-10-14 14:59
WVL

Registered: Mar 2002
Posts: 902
@cruzer : it's definately not an EOR-filler.
2010-10-14 18:24
LHS

Registered: Dec 2002
Posts: 66
Indeed, in the Krill's 4k intro this part is really cool!
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