Flying on Mars surface

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By ARTRAG

Enlighted (6280)

ARTRAG의 아바타

21-10-2017, 15:53

How would have been flying on the surface of Mars (with your msx2)?
;-)

https://github.com/artrag/Space-exploration-demo/releases/ta...

Sources on github
The rom mapper is konami scc

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By ARTRAG

Enlighted (6280)

ARTRAG의 아바타

21-10-2017, 17:31

Webmsx is awesome! One can run the demo from here

By fernando.collazo.5682

Master (239)

fernando.collazo.5682의 아바타

21-10-2017, 18:54

Wow! Fantastic effect...

By wolf_

Ambassador_ (9774)

wolf_의 아바타

21-10-2017, 19:35

It's a rolling tube, not really a floor with perspective... but alas... nice tube. Wink

By Grauw

Ascended (8515)

Grauw의 아바타

21-10-2017, 19:41

Mmh looks nice… Smile add some mip-mapping to reduce aliasing?

By ARTRAG

Enlighted (6280)

ARTRAG의 아바타

21-10-2017, 19:51

The x axis cannot be easily controlled while the raster is drawing, sadly
Moreover you cannot put sprites in the lower part of the screen without distorting them

By ARTRAG

Enlighted (6280)

ARTRAG의 아바타

22-10-2017, 10:06

Grauw wrote:

Mmh looks nice… Smile add some mip-mapping to reduce aliasing?

Something similar could solve also the perspective error in the x-axis, because one could store in VRAM the scaled version of the texture according to the distance.
The problem is the VRAM usage, in order to avoid to see the pattern replication, now the ground texture is 256x256. Even reducing it to 256x128, I could store only a single extra scale (the demo is screen 8), but you would see the periodicity in the floor (to gain almost nothing).
Maybe in screen 5 there would be room for something decent. One should set the page and the scroll line at each raster line, but it should work.
Anyone willing to try ?
:-)

By tfh

Paragon (1843)

tfh의 아바타

22-10-2017, 12:31

Very nice effect indeed! Smile

By Pippo

Champion (421)

Pippo의 아바타

22-10-2017, 12:47

Very, very nice, ArtRag. Smile
Your work is always very interesting.

By NYYRIKKI

Enlighted (5399)

NYYRIKKI의 아바타

22-10-2017, 15:48

ARTRAG wrote:

Moreover you cannot put sprites in the lower part of the screen without distorting them

Well... You could split the 16x16 sprite in to 16 x 16x1 sprites and precalculate on what lines you need to place them. Ok, not optimal way of displaying, but should work in this case. Smile Bullets could be made with properly scaled lines. :9

By Grauw

Ascended (8515)

Grauw의 아바타

22-10-2017, 15:55

NYYRIKKI: I wonder how well that works, since the sprite display position is determined on the previous line… also, the split during hblank, I wonder if that’s not smack in the middle of that sprite calculus… Also I wonder if the y position is determined by line or when the sprite starts… (probably the former?)

p.s. Nice video here… not the same technique at all but looks kinda similar :).

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