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oziphantom
Registered: Oct 2014 Posts: 490 |
Chunky Perspective Mode
You know the Perspective scollers, that use FLI to crunch rows and then you have a multi bitmap with Mul1 Mul2 cells.
Would it be practical/possible to make a 3D wrapped around a cylinder like look. Like Resogun on the PS4.
The main issue is you could make the "smallest" "pixels" 4x4(or 3x3 with a background grid) but you can only get 3 unique colours per 8x8, so you would need to do bitmap modes to change which of the 3 the "4th" pixel is(sprites?). But as you get to middle the "pixels" expand to give a perspective effect.
Has any demo done this? |
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ChristopherJam
Registered: Aug 2004 Posts: 1409 |
Do you mean something like this? Pixels range from 3x2 near the top/bottom to bigger near the centre, with a 2-3 pixel line width for the black grid. 240x126 display area, should be easily scrollable with around 80% of the 10,000 or so non-display cycles. I've not coded it, but I've got a plan, and I think it would be reasonably straightforward.
I've definitely seen similar with chunkier pixels, not sure if anyone's had to resort to sprites+FLI (as this one would)
Resogun looks awesome (added it to the wishlist iff I ever get a PS4), but there's a hella lot of parallax going on there. |
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Monte Carlos
Registered: Jun 2004 Posts: 359 |
3x3 pixels with 3 unique color per 8x8????
What are you talking about?
Either you have doublepixels and three unique colors plus background or you have single pixels with two unique colors.
No way round. That size spec is plain bullshit. you can get only 192 pixels covered with unexpanded sprites. however 8 sprites with fli would be cumbersome.
Most demos use multicolor, hence doublepixels (f.e the censor demos). Have seen these color underneath scrollers also in hires with very big voxels but don't remember the demos names. |
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oziphantom
Registered: Oct 2014 Posts: 490 |
well for 3x3 you would have to have a sprite overlay for the "gird", which is only at the edges. I was not clear, my bad.
@Christopher I was thinking of warping horizontally rather than vertically. |
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ChristopherJam
Registered: Aug 2004 Posts: 1409 |
Quoting oziphantom@Christopher I was thinking of warping horizontally rather than vertically.
I was wondering that after I posted. That.. would be harder. Warping vertically you only need to force DMA for each pixel row, and you can hide it in a black line so you don't even need cycle accurate timing (any time from the start of the display area onward will do)
The horizontal case also gives you a fair few 8x1 cells with one colour from each of two rows of source pixels, so there's more colour combining to do too (unless you have considerably thicker black lines between the rows)
I'm guessing you'd be looking at a smaller area for the horizontal. |
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Oswald
Registered: Apr 2002 Posts: 5094 |
some non conventional pixel / font sizes is always refreshing after 30 years of looking at the same size sprites, chars, 4x4 and what not :) |
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Monte Carlos
Registered: Jun 2004 Posts: 359 |
Think, you should downgrade to multicolor because you would get too much hazzle getting the needed amount of sprites over the fli (you know, the record with 7 Sprites over FLI was only reached with severe illegal opcode trickery) |
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HCL
Registered: Feb 2003 Posts: 728 |
Who did 7 sprites over FLI?! How could i have missed that one? |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
wishful thinking? :) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Think, you should downgrade to multicolor because you would get too much hazzle getting the needed amount of sprites over the fli (you know, the record with 7 Sprites over FLI was only reached with severe illegal opcode trickery)
These kind of effects do not induce a bad line every raster line so it's perfectly ok even with 8 sprites. |
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Copyfault
Registered: Dec 2001 Posts: 478 |
Quoting HCLWho did 7 sprites over FLI?! How could i have missed that one?
@Monte: did you take "the best of both worlds", i.e. applying Ninjas 6 sprites over FLI to an NTSC-system ;)?
But Jackasser is right, as long as there's no need for a BL on every line all eight sprites shouldn't be too much of a problem... and it should be the same also for the horizontal installment of the discussed effect, no? |
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ChristopherJam
Registered: Aug 2004 Posts: 1409 |
I am far too lazy to use eight sprites; was only going to use five.
Just found out a few minutes ago that I've enough cycles free to use six without changing my code much, mind.. |
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Oswald
Registered: Apr 2002 Posts: 5094 |
it would be nice to see some more creative effects tho, than more palette rotators. |
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Monte Carlos
Registered: Jun 2004 Posts: 359 |
? off by one error |
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Peacemaker
Registered: Sep 2004 Posts: 275 |
oswald: its X party soon. Guess some groups will release those effects you are wishing for :> |
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chatGPZ
Registered: Dec 2001 Posts: 11386 |
like a 30-minutes-1-pixel-per-frame scroller? :o) |
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Peacemaker
Registered: Sep 2004 Posts: 275 |
Quote: like a 30-minutes-1-pixel-per-frame scroller? :o)
if the pixel is as width and height as the screen and colorflashes, we could dance to that disco light . well, not me, but others :D |
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Compyx
Registered: Jan 2005 Posts: 631 |
I have and old 24 chars high and 10-20 chars wide bitmap font I did in 1993, should be pretty annoying at 1px per frame. |
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lft
Registered: Jul 2007 Posts: 369 |
Quoting Peacemakerif the pixel is as width and height as the screen and colorflashes, we could dance to that disco light . well, not me, but others :D
So, in the limit as the pixel size goes to infinity, scrollers become colour cycling effects. Amazing! |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: Quoting Peacemakerif the pixel is as width and height as the screen and colorflashes, we could dance to that disco light . well, not me, but others :D
So, in the limit as the pixel size goes to infinity, scrollers become colour cycling effects. Amazing!
Locally in our frame of reference. Globally in the infinite unbounded universe it's still a scroller moving at relativistic speed. |
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Frantic
Registered: Mar 2003 Posts: 1648 |
Nerds! |
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Frantic
Registered: Mar 2003 Posts: 1648 |
(...but it raises the important question of whether a scroller can be said to exist independently of there being an observer with the associated "local frame of reference".) |
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JackAsser
Registered: Jun 2002 Posts: 2014 |
Quote: (...but it raises the important question of whether a scroller can be said to exist independently of there being an observer with the associated "local frame of reference".)
The forest is still there when you don't look, right? |
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Frantic
Registered: Mar 2003 Posts: 1648 |
...but is it then a "forest", with all its conceptual associations, or is it "just" physical matter? |
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Peacemaker
Registered: Sep 2004 Posts: 275 |
Quote: Locally in our frame of reference. Globally in the infinite unbounded universe it's still a scroller moving at relativistic speed.
Thats right, dear. ;) |
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Radiant
Registered: Sep 2004 Posts: 639 |
Quote: ...but is it then a "forest", with all its conceptual associations, or is it "just" physical matter?
Ah, I see what you're getting at. We're creating reality as an abstraction through observation; when we are discussing "reality" as such we are only talking about an agreed-upon model representing physicality in some sense.
Can't touch this. |
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lft
Registered: Jul 2007 Posts: 369 |
Quoting RadiantAh, I see what you're getting at. We're creating reality as an abstraction through observation; when we are discussing "reality" as such we are only talking about an agreed-upon model representing physicality in some sense.
Can't touch this.
Kant touched this. |
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Radiant
Registered: Sep 2004 Posts: 639 |
Quoting lftKant touched this.
Jarry groped it. |
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Frantic
Registered: Mar 2003 Posts: 1648 |
Fukuoka didn't care about it. |