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Axe / Re: [Axe] Mode 7 test
« on: December 30, 2012, 01:52:59 pm »
Oh, I see. But you can see here that the Gameboy is not the only platform capable of Mode 7.
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. 1516
Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 01:52:59 pm »
Oh, I see. But you can see here that the Gameboy is not the only platform capable of Mode 7.
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Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 01:50:09 pm »ROFL What do you mean ? It's not an emulator. http://www.omnimaga.org/index.php?board=26.0 1518
Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 01:43:30 pm »It's not yet possible on ndless LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL You already have Doom on Nspire. Mario Kart is nothing. And also : F-Zero z80 by calc84maniac 1519
Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 01:21:48 pm »
In fact I don't use Z perspective : I just use a pseudo one to make the lines at the top of the display area look further (I didn't found any other method). And I think your comparison is right, I'll try another technique.
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Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 12:33:46 pm »
I don't know, I didn't use any tutorial for this method. My thought was that instead of going through all pixels of the image, project them on the screen and then have several dots on the same pixel or a pixel left blank, I should go through all pixels of the screen and retro-project them on the image, so in that way all the pixels will have their corresponding texture point.
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Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 08:53:47 am »
That's it plus one thing : I start with screen coordinates and a z-location (which is not part of the screen), and I use them to retrieve the coordinates of the pixel of the image to be displayed.
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Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 07:10:35 am »
I don't think, because I need to make the calculation in order to know where to test the blank pixel ...
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Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 06:09:02 am »
Yeah, I think Mode 7 is more for ASM or another calc. Even with that, now that I have the method I can apply it for different platforms or languages.
<right now I'm trying it with Nldess, but shhhhht > 1524
Axe / Re: [Axe] Mode 7 test« on: December 30, 2012, 05:41:32 am »
Yeah, in fact I was able to optimize it a lot. And it allowed me to implement rotations !
The program of the screenshot uses 3 LUTs : one for the Y coordinates, one for the X coordinates (this means all the screen, because X coordinates depend on Y ones) and one to hold sin and cos values for the 256 angles. Oh, it also uses Full (because I don't want to make the screenshot during all the day ) So, let's make our first lap of circuit using Full and 3 LUTs with a resolution of 2x2 pixels ! 1525
Axe / Re: [Axe] Mode 7 test« on: December 29, 2012, 04:43:57 pm »
Well, I looked at the source again, I can't see anything optimisable ; I can't find anything that can be precalculated and put into a LUT ; and I can't think of a simpler method. Maybe Mode 7 is not for Axe
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Axe / Re: [Axe] Mode 7 test« on: December 29, 2012, 04:30:16 pm »
Oh I see
It's because of my image. Try my program with a Pic0 full of pixels (like a full ground or something), there are as many pixels on the line 32 than on the line 63, it's just that the pixels of the line 32 are "further" than the ones of the line 63. 1527
Axe / Re: [Axe] Mode 7 test« on: December 29, 2012, 04:11:02 pm »
@Ranman I said I do 96*32 calculations, not 96*64. I test (and draw) only the bottom half of the screen. And I coded this around 2 am, so I'll optimise it right now
@Builderboy if it's not perspective, I don't know what it is. All the engine works around these formulas : screenX = X / Z screenY = Y / Z Add some scaling and offsets, and you got it. 1528
Axe / Re: [Axe] Mode 7 test« on: December 29, 2012, 03:21:42 pm »
Thanks everyone
Very nice, but how come it is so incredibly slow in the 'beautiful' mode? It's because of the resolution : in the "beautiful" mode, I draw the scene pixel by pixel, which 96*32 calculations (see the source to have the real numbers), and in the fast mode, I draw the scene with 4*4 squares, so I do 16 times less calculations - but it's pretty ugly. 1529
Axe / Re: [Axe] Mode 7 test« on: December 29, 2012, 09:29:32 am »
I can't believe it myself ... perfect Mode 7 !
With this new (and in fact, simpler) method, you have the choice between super-beautiful and awfully slow mode 7 : Or super-fast and awfully ugly mode 7 : I switch between these speeds by modifying the resolution. (sources for these 2 programs attached) 1530
Axe / Re: [Axe] Mode 7 test« on: December 27, 2012, 03:57:09 pm »
I'm trying another technique, I'll post a screenshot (maybe) and a source (surely) once done.
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