Flying on Mars surface

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By ARTRAG

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23-10-2017, 09:45

Anyway, using YMMM, one could do the same effect, only at lower framerate
This would preserve sprites and SW sprites...
It would be much less cool to code (the useful raster code in the current version is few bytes) but it would work like Feedback, only using texture on the floor

By ARTRAG

Enlighted (5887)

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24-10-2017, 21:49

This time using the YMMM command....
https://github.com/artrag/Space-exploration-demo/blob/master...

The frame rate is incomparably lower and, without double buffering, you see clearly the frame tearing.
Never the less it works and leaves sprites and R#23 free

For lazy guys, here is the rom in Webmsx

Sources in Github, see the first post

By Kai Magazine

Paragon (1156)

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24-10-2017, 22:11

this ymmm demo, using v9990 would make a very nice "axelay" at 30fps on z80 or 50/60 fps on r800.
Let me know if you would be interested in such a project. I can share my v9990 knowledge so you can easily code this routine for v9990.

By ARTRAG

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25-10-2017, 07:59

Thanks but I would stay with doing experiments on msx2.
I am thinking about sprite displacement line by line in the raster solution.
The current question is how many Y's can be updated within a raster line...

Anyway, if you are interested, the math for rendering is trivial, I can send you a basic source, so you can convert it to v9990

By ARTRAG

Enlighted (5887)

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25-10-2017, 08:35

Add that also software sprites can be sliced line by line and displaced according to the next frame of background to display.
The limit is that placement and removal must fit in one frame time...all considering, it is not so strict, and it is much less critical than displacing sprites within a raster line.
In the end it would work and one can keep the 32x16x1 sprites for bullets or small objects
In this way all the displacements can be completed once per frame for both kind of moving objects

By Grauw

Enlighted (6262)

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25-10-2017, 09:34

At the cost of memory, you could precache the sprites and switch the attribute table base address.

By raulsantacruz

Champion (467)

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25-10-2017, 10:19

ARTRAG wrote:

Webmsx is awesome! One can run the demo from here

Amazing!!!! :O Like it was previosly commented ... it is just like Axelay (with like-Mode 7 implemented by Software). As usual, you are a genius, Artrag! oO

By syn

Paragon (1628)

syn's picture

25-10-2017, 13:01

Looks nice Big smile

btw perhaps for that sprites problem you could also "lower" the horizon a bit and place the sprites on the "static" part?

By ARTRAG

Enlighted (5887)

ARTRAG's picture

25-10-2017, 13:08

Grauw wrote:

At the cost of memory, you could precache the sprites and switch the attribute table base address.

Sure, but if you stay within one frame, there could be no need of double buffering SATs.
Anyway, everything could work even better by updating sprites and scrolling across multiple frames (eg. at 30 fps). In this case double buffering for SAT and background would be mandatory.

Probably screen 5 is a more realistic mode to try to achieve something acceptable

By ARTRAG

Enlighted (5887)

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25-10-2017, 13:11

syn wrote:

Looks nice Big smile

btw perhaps for that sprites problem you could also "lower" the horizon a bit and place the sprites on the "static" part?

Sure, I've tried and it would look acceptable for a shooter, but my goal is the experiment in itself Wink

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