Started by cpcitor, 13:01, 24 May 21
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Quote from: Targhan on 22:54, 25 May 21So now we are rules in demomaking? Things will get boring very soon . Don't worry @cpcitor, you did a very fine starfield .
Quote from: cpcitor on 22:05, 25 May 21Never heard about such a rule.
Quote from: roudoudou on 23:08, 25 May 21A true 3D starfield must be free directionnal (also named freedir), not only from back to frontit's not a rule,That's not a "rule", that's, heeeeee, vocabulary, in order to differentiate technics
Quote from: roudoudou on 23:08, 25 May 21you said true 3D so coordinates must be true 3D => (X/Y/Z) then stars can move any direction easily.for example, my 3D starfield in Asic intro 2 is not a true 3D starfield because perspective is cheated by increments of increments. And that technic does not allow free direction of starfieldhttps://www.cpc-power.com/index.php?page=detail&num=13079
Quote from: roudoudou on 19:28, 25 May 21you don't need to precompute until many many many more dots
Quote from: Bug Powell on 19:22, 09 June 21Why do stars not go through the scrolling text (behind or over it)? Doing this, it would have been a true innovation.
Quote from: Bug Powell on 22:08, 09 June 21I don't see why stars displayed over the text scrolling would be a problem.Also, why having done a text scrolling not with using cpc hardware tricks?To be honest, you speak a lot for an average intro. You should watch latest cpc demos to see true innovation.
Quote from: Bug Powell on 22:08, 09 June 21I don't see why stars displayed over the text scrolling would be a problem.
Quote from: Bug Powell on 22:15, 09 June 21villain: because we must have released something to be allowed to give an opinion?
Quote from: Bug Powell on 22:08, 09 June 21Also, why having done a text scrolling not with using cpc hardware tricks?To be honest, you speak a lot for an average intro. You should watch latest cpc demos to see true innovation.
Quote from: cpcitor on 23:29, 09 June 21Regarding "true innovation", it is my opinion that CRTC-tricks based demos is an overcrowded area with little room for anything new and interesting. I'm not interested in making yet another "the moving things you see are useless but not exactly equal to all previous demos, so you don't know how I did it and therefore you must be in awe" production. I'm rather interested in true innovation. That said, I did see interesting demos showing interesting techniques. Still they are like a demonstration of (great) strength and lack some kind of "unity" or "purpose" or "consistency". Ah, I got it: some seem only/mostly guided by CPC limitations. I'm longing for something that breaks free from that approach.
Quote from: m_dr_m on 07:59, 10 June 21For the record, a nice starfield in 1991's https://www.cpcwiki.eu/index.php?title=5KB_Demo_3(cheat part).
Quote from: m_dr_m on 07:59, 10 June 21Nice job cpcitor. I like the fact the dots go around the scroll, sweet touch.I also love your approach! Let's do new effects on CPC and break some records.For the record, a nice starfield in 1991's https://www.cpcwiki.eu/index.php?title=5KB_Demo_3(cheat part).Not overscan, but pretty dense (342 stars).No forward direction, but X/Y, so still great 3d impression.
Quote from: eto on 15:25, 16 June 215KB
#06A3 LD HL, #DF16 ; ZY coordinates, new value is stored by writing at 0x6A4 #06A6 LD A, H ; take Z coordinate (always between 0xC0 and 0xFF) #06A7 ADD XH ; add Z speed #06A9 OR #C0 ; keep in bounds #06AB LD H, A ; store new Z #06AC LD A, L ; take Y coordinate (always between 0x00 and 0x7F) #06AD ADD XL ; add Y speed #06AF AND #7E ; keep in bounds #06B1 LD L, A ; store new Y #06B2 LD (#06A4), HL ; store new ZY coordinates #06B5 LD A, #A2 ; take star's X coordinate (always between 0x80 and 0xFF), new value is stored by writing at 0x6B6 #06B7 ADD B ; add X speed (to the left) #06B8 OR #80 ; keep inside bounds #06BA LD (#06B6), A ; store new star X
#06BD LD D, (HL) ; read MSB of target line (from lower, Y-indexed table at Y coordinate) #06BE INC L ; lower table, move to second byte #06BF LD E, (HL) ; read LSB of target line (from second byte in same table)
#06C0 LD L, A ; switch to higher, X-indexed table at X coordinate #06C1 LD C, (HL) ; from first byte of that higher table, read bitmask that will target pixel #06C2 INC L ; higher table, move to second byte #06C3 LD A, (HL) ; from second byte of higher table, read offset in bytes from start of line
#06C4 ADD E ; add LSB of target line #06C5 LD L, A ; LSB of target screen address #06C6 LD H, D ; MSB of target screen address
#06C7 LD A, (HL) ; read target screen adress #06C8 OR C ; enable pixel with correct mask #06C9 LD (HL), A ; write target screen address with pixel added #06CA PUSH HL
Quote from: cpcitor on 01:03, 23 June 21RAM between 0xC000 and 0xFFFF is structured as a 3-entry table:64 entries of 256 bytes, one per Z value.In each Z-indexed block of 256 bytes:* lower 128 bytes contain 64 entries indexed by star's Y, 2 bytes each: MSB of target line, LSB of target line* higher 128 bytes contain 64 entries indexed by star's X, 2 bytes each: bitmask that will target pixel, offset in bytes from start of line
uint8_t __at( 0x8000 ) math_square_div4_table_512_or_1024_bytes; // a precomputed look-up tableuint8_t __at( 0x8400 ) star3d_coord; // star coords, they are not in an unrolled code loopuint8_t __at( 0x8500 ) div_table; // a precomputed look-up tableuint8_t __at( 0x8600 ) star3d_old_address_low; // adresses where to erase starsuint8_t __at( 0x8700 ) star3d_old_address_high; // adresses where to erase starsuint8_t __at( 0x8800 ) star3d_ink_dither; // per-Z ink masks to useuint8_t __at( 0x8900 ) cdtc_scr_48x32_table[3 * 256]; // table to transform X,Y into adress,mask
Quote from: krusty on 17:42, 23 June 21I am a bit uncomfortable when comparing a prod of the nineties with one of today Current prods are done by guys that have collected 30 additional years of knowledge (or at least their knowledge rely on 30 additional years of knowledge in general computer programming).That makes any previous work of the nineties far more impressive than any modern work.Also I guess that 5kb3 has not been done using crossdev that makes the result even more enjoyable (especially, by looking at your comments, knowing they use unconventionnal memory mapping that were probably breaking their coding environment).
Quote from: krusty on 17:42, 23 June 21Nombrilistic conclusion : So am I the only one to have released a starfield (not at all in real time) over several hardware scrollers ? https://www.youtube.com/watch?v=zhh1xZ6OXp8&t=1820s
QuoteWhat do you mean "not at all in realtime". Seems real time to me?
QuoteHow do you do it?
Quote from: cpcitor on 14:39, 24 May 21although the future game will most certainly need a 6128
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