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Gaming Discussion / Re: How to not do parralax scrolling
« on: August 26, 2013, 03:44:33 am »
I wanna have an amiga for making music
I am not sure which one is the best model for that.

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1036
Gaming Discussion / Re: How to not do parralax scrolling« on: August 26, 2013, 03:44:33 am »
I wanna have an amiga for making music
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Other / Re: z80-like portable computer for <$30! (If you build one)« on: August 25, 2013, 12:00:07 pm »
Allright! Horizontal scrolling works now
![]() It's very very hackish. I modify the frame time for the back and front porch to get scrolling. I can scroll smoother than per pixel this way ![]() 1038
Other / Re: z80-like portable computer for <$30! (If you build one)« on: August 24, 2013, 02:15:26 pm »
No, for consumers lcd screens are expensive. They are cheaper in bulks.
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Art / Re: Mockups "please say this is going to be a game"« on: August 24, 2013, 02:14:24 pm »
Well with a non-moving test pattern obviously there is a little bit of flicker noticable, but otherwise it isn't too bad at all.
Edit: So I was testing this on an actual crt yesterday with a new kind of image. I noticed flicker occurs when the colors you blend are very different from eachother, so it is therefore recommended to only blend colors that are close to eachother and create a subtone. I also found out that horizontal scrolling is probably gonna be a bit hackish and is gonna require some cycle accurate coding. I don't use a bitmap framebuffer so shifting the display is done on the fly. The screen buffer contains pointers to tiles. There is another ram area where tiles are stored. You can address 256 tiles. At the moment the video generator just takes up one core out of 8, so I can just use up all cycles of this core. For other stuff I can use a different core. I am going to experiment with interlacing. Perhaps interlacing gives me nicer color mixing. 1040
Axe / Re: Map Data Storage« on: August 24, 2013, 06:53:24 am »
And as for world maps: it really depends on the application. If your world consists of screens of tiles you should organize your data in a different manner than if your world consists of a large tile map. As for compression: If you only use 16 different tiles you can store two tiles in every byte instead of just one per byte. If you want to go even further you can replace all zero tiles with a zero followed by the number of zero tiles until a new kind of tile occurs. This technique is only suited if there is just a single tilemap in your appvar or if you indexed where all tilemaps start.
Example for storing 2 tiles in one byte: Code: [Select] .Not actual sourcecode: Example for compressing zero tiles:Code: [Select] [15 00 26 00 00 00 00 00 00 00 00 24 A5]
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Art / Re: Mockups "please say this is going to be a game"« on: August 24, 2013, 06:27:40 am »
The parallax multicore propeller chip has been around since 2006
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Gaming Discussion / Re: How to not do parralax scrolling« on: August 24, 2013, 05:15:24 am »
I should get an amiga too, but they are still quite expensive. Amiga's are more in demand than c64's!
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Other / Re: z80-like portable computer for <$30! (If you build one)« on: August 24, 2013, 05:00:47 am »
You know what's crazy? A second hand crt television is a lot cheaper than a monochrome lcd. It also has the added benefit of being a color display and it has a larger resolution than those cheap 128*64 lcd displays.
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Gaming Discussion / Re: How to not do parralax scrolling« on: August 23, 2013, 06:44:15 pm »
Is it cheaper than super turican?
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Other / Re: z80-like portable computer for <$30! (If you build one)« on: August 23, 2013, 06:19:35 pm »Problem: I think you need a monitor for this which I don't haveIt will work on any ntsc compatible television with composite video input. (pal looks like crap, but it is possible) 1046
Other / Re: z80-like portable computer for <$30! (If you build one)« on: August 23, 2013, 10:31:04 am »
I am working on a new graphics engine for the propeller chip. This engine has 16 colors per tile instead of 4. It might even become 16 colors per 16x1 pixels, but I'm not sure yet. Tomorrow I will work on smooth scrolling and maybe sprites.
Edit: Forgot to attach the captured picture. This composite video comes from the propeller chip and is captured using a pci video capture device. I blend two tiles together by alternating them rapidly to achieve this effect. One of the tiles has horizontal color bars and the other has vertical grayscale bars. You could blend together any color you like. I still have about 130 unused cycles in between tile processing and outputting pixel data, so I have some cyles left for sprites. 1047
Art / Re: Mockups "please say this is going to be a game"« on: August 23, 2013, 03:44:21 am »
This person has a nicer video capture device:
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Gaming Discussion / Re: How to not do parralax scrolling« on: August 23, 2013, 03:37:42 am »
Wow yeah it looks like it IS turrican with different graphics and music
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News / Re: HP-Prime firmware and softwares leaked to the Internet« on: August 22, 2013, 01:19:36 pm »
Nah not the shiny colors, but the overal feel of the UI makes it oldskool.
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News / Re: HP-Prime firmware and softwares leaked to the Internet« on: August 22, 2013, 01:15:40 pm »
I know it's oldschool for the CSE. It's the same with the Prime. I really like that about it. Even though it has a touchscreen it's not a windows clone.
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