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lft
Registered: Jul 2007 Posts: 369 |
Massively Interleaved Sprite Crunch
I wrote a technical description of one of the new effects in Lunatico: Massively Interleaved Sprite Crunch (MISC).
Enjoy! |
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Smasher
Registered: Feb 2003 Posts: 520 |
thanks for the article, master LFT! I'll read and read again your article till I will understand something! :)
just a question: did u have some cyles left in that part, like extending the effect in the upper or lower border could have be done? |
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Zyron
Registered: Jan 2002 Posts: 2381 |
:O |
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Frantic
Registered: Mar 2003 Posts: 1648 |
@LFT: I do agree with the statement you make at the end of that article! |
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Perplex
Registered: Feb 2009 Posts: 255 |
Great article, and some very neat tricks. Thanks!
ZeSmasher: I guess extending to upper/lower borders would be hard, as you'd have to use the ghost byte to trigger scheduling, and those would cover all 3 bytes of every sprite row. |
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Cruzer
Registered: Dec 2001 Posts: 1048 |
Thanx, much appreciated! I had no idea, sprite crunching was this complicated. Very impressive work. |
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Glasnost Account closed
Registered: Aug 2011 Posts: 26 |
Very nice. I love the sprite collision register is used to fast calculate the sprite crunch. Thats brilliant! |
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Skate
Registered: Jul 2003 Posts: 494 |
Respect. |
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ChristopherJam
Registered: Aug 2004 Posts: 1409 |
Agreed, very nice use of the collisions to encode the y expand values. |
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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
This is some interesting stuff!
Although, I have to admit that my experience reading the article ended up a bit like this... |
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Hein
Registered: Apr 2004 Posts: 954 |
Heh, ending with a naughty book flip? The passion.
Honestly, too complicated for me to implement too, but Linus's articles are very educational and interestingly written. I'm sure we'll see other implementations using the same techniques, but with a different approach and visual outcome. We, the spectators, will benefit too. |
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Swoffa
Registered: Jan 2002 Posts: 17 |
Wow!! |
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Shadow Account closed
Registered: Apr 2002 Posts: 355 |
Quote: Heh, ending with a naughty book flip? The passion.
Honestly, too complicated for me to implement too, but Linus's articles are very educational and interestingly written. I'm sure we'll see other implementations using the same techniques, but with a different approach and visual outcome. We, the spectators, will benefit too.
Yes, that was of course tongue-in-cheek, the article is very well written., and after a couple of more read throughs I think I understand more and more.
The first time I read it though it was very much like the video. Started reading the "Background" part - "A sprite is a small piece of graphics, 24 x 21 pixels in size, that can be placed anywhere on the screen." and thought, yeah, this is surely 1+2=3 stuff, I'm gonna start skimming ahead a bit.
Then I ended up at the graph showing the connections and something about collision registers being used and whatnot and I quickly realized that I probably need to scroll back up to 1+2=3 again and start reading! :) |
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HCL
Registered: Feb 2003 Posts: 728 |
Very nice!! :). The only thing that puzzles me is why you picked the loops of length 14, 17, 19 and 21. Does that really give you a smooth wobble effect? If i were to pick myself, i would probably have chosen 17-21, and possibly also 1, which could perhaps simulate a loop of length 22.
Then i understand that you probably need multiple versions of the font, plus the bitmap gfx.. hmm.. Video bank getting stuffed quickly.. :P. |
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Magic
Registered: Sep 2012 Posts: 44 |
This article should have been released in a diskmag first! ;) |
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Martin Piper
Registered: Nov 2007 Posts: 722 |
Lovely use of collision register to get what you need. |