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Krill
Registered: Apr 2002 Posts: 2980 |
Holy Grails
I've been wondering about them, with some having been finally discovered, others not yet, and some probably going to remain in the realm of the impossible forever.
I'm speaking of things like:
- 320x200x16 graphics without restrictions
- Crash-free all-direction hardware scrolling
- Digi replay of 8-bit samples at one register write per sample and without requiring cycle accuracy
on standard vanilla hardware, of course.
Some examples of discovered grails are:
- Cube rotating at 50 fps about 3 axes
- The 9th sprite (with some restrictions)
- On-the-fly standard GCR block read+decode+checksumming
As for definition, they all satisfy some measure of being perfect or optimal or being possible after all, with no further improvements required, possible or necessary. But i'm not so sure if that definition holds water with regard to some of the examples i listed. :D
The question is, what other Holy Grails are there, already discovered or still elusive?
What are your pet grails you've been chasing after for decades or have found eventually? :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: btw VIC does some weird stuff when changing from mc to hires, or when making gaps with d016, anyone ever used those? holy grail :)
Some of the mode bits are delays 2 or 4 pixels due to implementation details in the very undocumented pixel pipeline. I did a fair share of assumtions when coding my emu. |
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Walt
Registered: May 2004 Posts: 47 |
d016 gaps used greatly in the endpart of Mentallic - initially mistaken for 9 sprites :) |
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CreaMD
Registered: Dec 2001 Posts: 3057 |
Quote: graffity did mcol and gfxmode split way earlier than this.
Of course. There were many multi/hires splits in past, but I have never seen one that didn't have some kind of overlay over the split to cover bugs. Also I don't remember I have ever seen more than one vertical split per charline. Could you provide link and part where I can check, or screenshot? Unless I'm proven wrong I believe, that Wotnau's splits are something that has never been done before. And if nothing else, Dawn engine is a holy grail of illustrated disk mag engines ;-)))) |
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Oswald
Registered: Apr 2002 Posts: 5094 |
d016 hires / multi split without bugs is nothing impossible. maybe 1 char needed to left empty if switch is delayed by a few pixels as Jacky explains. The main complexity is on the fly speedcode generator for the split in Wotnau's case. |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Quoting Oswaldthat's by Bubis, and in 4x4 :) Could someone tell me in which demo/release this 4x4-tunnel can be found? Thx! |
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Oswald
Registered: Apr 2002 Posts: 5094 |
Quote: Quoting Oswaldthat's by Bubis, and in 4x4 :) Could someone tell me in which demo/release this 4x4-tunnel can be found? Thx!
error 23, the blue tunnel. |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Quoting Oswalderror 23, the blue tunnel. Ah in E23! Thanks!! |
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Rastah Bar Account closed
Registered: Oct 2012 Posts: 336 |
Quoting KrillI think Crossbow used something like that to have more than 320 pixels worth of char/bitmap graphics per rasterline.
Which demo is that? Could it be combined with displaying 26 char rows?
How about machine learning stuff? F.e. games with enemies that become better over time. (Not that most games aren't already challenging enough ...) |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Another holy grail for me (which is already found):
- JPG decoding on C64 (like in Juddpeg)
As I'm really far off from anything concerning SID/music coding, I'm wondering if there's even a faint chance of
- MP3 decoding on C64
in the same way as that JPEG-decoder, i.e. reading in a real mp3-file, maybe doing some pre-rendering stuff (but only on the real thing/vanilla hw) and then playing the music.
Afaik there are hw solutions, but a pure sw solution I know not -> holy grail for me ;) |
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Oswald
Registered: Apr 2002 Posts: 5094 |
sure c64 can do anything, given you give it enough time, and backstorage :) |
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