Irgendwer Posted October 16, 2010 Share Posted October 16, 2010 1 Quote Link to comment Share on other sites More sharing options...
PeteD Posted October 16, 2010 Share Posted October 16, 2010 Should be even easier than on the C64. Not sure if the C64 has colour RAM scrolling though, I've got a feeling it does but the parallax scrolling itself is a simple routine. Pete Quote Link to comment Share on other sites More sharing options...
emkay Posted October 16, 2010 Share Posted October 16, 2010 Well, I prefer this one more: Horizontal and vertical parallax at the same time. Quote Link to comment Share on other sites More sharing options...
+MrFish Posted October 16, 2010 Share Posted October 16, 2010 Well, I prefer this one more: Horizontal and vertical parallax at the same time. Yes, very cool. Hope the author will complete this one. One thing I noticed though... the buildings should be much wider. The guy runs for quite some way before having to jump in the original. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 17, 2010 Share Posted October 17, 2010 Cool. As my parallax attemps used flimbo artwork too... I am interested in if you copied The Front Layer over The Background? I found that very time consuming... Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted October 17, 2010 Author Share Posted October 17, 2010 Cool. As my parallax attemps used flimbo artwork too... I am interested in if you copied The Front Layer over The Background? I found that very time consuming... You may get an answer from Alexander here: http://abbuc.de/phpBB3/viewtopic.php?f=10&t=5586 Quote Link to comment Share on other sites More sharing options...
PeteD Posted October 17, 2010 Share Posted October 17, 2010 Cool. As my parallax attemps used flimbo artwork too... I am interested in if you copied The Front Layer over The Background? I found that very time consuming... The C64 one (at least Hawkeye did, pretty sure Flimbo is the same) just uses 4 charsets with the background parts pre-shifted (which is why there isn't a lot of variety in the background) and switches between them every frame. That's also why all the foreground "holes" are square, no mixing the back layer with the foreground chars. The other video with multiple levels and vertical movement, things get more complex.. Pete Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 Pete... I know... but when I have done this... I run out of CPU time... http://atari.fandal.cz/detail.php?files_id=5313 Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 Irgendwer... great... finally a nice thread on the abbuc forums... and I can talk in german with Alexander... hehe... thanks for posting. Quote Link to comment Share on other sites More sharing options...
PeteD Posted October 18, 2010 Share Posted October 18, 2010 Pete... I know... but when I have done this... I run out of CPU time... http://atari.fandal.cz/detail.php?files_id=5313 Wait, you lost me Are you saying you use 4 charsets and run out of CPU or that you're masking/ORing everything? Pete Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 I am using the 4 charsets for getting static background. But the Scroller is painted over the background each frame. and this is time consuming... that's why it has only 7 charlines instead of 8... ok. I have not used unrolled code but Flimbo is nearly fullscreen... Quote Link to comment Share on other sites More sharing options...
PeteD Posted October 18, 2010 Share Posted October 18, 2010 I am using the 4 charsets for getting static background. But the Scroller is painted over the background each frame. and this is time consuming... that's why it has only 7 charlines instead of 8... ok. I have not used unrolled code but Flimbo is nearly fullscreen... hmm no, still confused lol You do know the c64 one just switches charset pointers? so no "painting" involved other than to move the actual chars? A8 should be able to do more than a full screen of that... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 aehm... Pete... too much Beers? yeah... charset "rotating" makes the background "static"... but the "foreground" needs to be moved by hand? Quote Link to comment Share on other sites More sharing options...
TMR Posted October 18, 2010 Share Posted October 18, 2010 I am using the 4 charsets for getting static background. But the Scroller is painted over the background each frame. and this is time consuming... that's why it has only 7 charlines instead of 8... ok. I have not used unrolled code but Flimbo is nearly fullscreen... i'm guessing yours isn't double buffering the display RAM like C64 Flimbo's and the A8 code in the video presumably is? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 and the "strength" of the A8 is only by having little bit faster CPU for the "brute force" copy... but LMS etc does not help much... Quote Link to comment Share on other sites More sharing options...
PeteD Posted October 18, 2010 Share Posted October 18, 2010 aehm... Pete... too much Beers? yeah... charset "rotating" makes the background "static"... but the "foreground" needs to be moved by hand? So the a8 can't move max 1000 bytes (40x25) in a frame? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 Jason... Alexander told that his Flimbo works in 50 FPS...so no need for double buffering... Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 aehm... Pete... too much Beers? yeah... charset "rotating" makes the background "static"... but the "foreground" needs to be moved by hand? So the a8 can't move max 1000 bytes (40x25) in a frame? hehe... it seems not ME... Quote Link to comment Share on other sites More sharing options...
TMR Posted October 18, 2010 Share Posted October 18, 2010 Jason... Alexander told that his Flimbo works in 50 FPS...so no need for double buffering... Hmm, that seems a rather wasteful way of doing things. i could probably just about squeeze that out of a C64 single buffered without the colour shunts (chasing the raster, doing things a line or two at a time and having the maps uncompressed which i think Flimbo's does anyway) so the A8 should have around a third of it's CPU grind left give or take on the frames where refreshes take place. Double buffering would leave far more for the game that people presumably want to be running? Quote Link to comment Share on other sites More sharing options...
TMR Posted October 18, 2010 Share Posted October 18, 2010 (edited) aehm... Pete... too much Beers? yeah... charset "rotating" makes the background "static"... but the "foreground" needs to be moved by hand? So the a8 can't move max 1000 bytes (40x25) in a frame? hehe... it seems not ME... Well, it's not Flimbo's but a Hawkeye routine with a static back layer would be... ldx #$27 ldy map_pos loop lda front_map,y bne *+$05 lda back_map,x sta screen_ram,x dey dex bpl loop ... but i'm at work so haven't got the tools to test that loop for speed. =-) Edited October 18, 2010 by TMR Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 the LMS would help of course in doing my fave in "Game boy"-like scrolling and building the map... (2 screens and you scroll over in a window while building the next screen collum only in the "back" and when window reaches edge simply wrap over) see No$GBA and have a look on the video-ram. Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 aehm... Pete... too much Beers? yeah... charset "rotating" makes the background "static"... but the "foreground" needs to be moved by hand? So the a8 can't move max 1000 bytes (40x25) in a frame? hehe... it seems not ME... Well, it's not Flimbo's but a Hawkeye routine with a static back layer would be... ldx #$27 ldy map_pos loop lda front_map,y bne *+$05 lda back_map,x sta screen_ram,x dey dex bpl loop ... but i'm at work so haven't got the tools to test that loop for speed. =-) that is really rocket science... Thalamus rules... Quote Link to comment Share on other sites More sharing options...
TMR Posted October 18, 2010 Share Posted October 18, 2010 the LMS would help of course in doing my fave in "Game boy"-like scrolling and building the map... (2 screens and you scroll over in a window while building the next screen collum only in the "back" and when window reaches edge simply wrap over) see No$GBA and have a look on the video-ram. i wouldn't have thought that would really make things easier in this particular situation because the background layer moves independently so it's less time consuming to just brute force shift both than have to scout through the existing display, remove all the background layer characters and then draw in a replacement? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 btw... do you have the source code? or where do you have the labels? Quote Link to comment Share on other sites More sharing options...
Heaven/TQA Posted October 18, 2010 Share Posted October 18, 2010 the LMS would help of course in doing my fave in "Game boy"-like scrolling and building the map... (2 screens and you scroll over in a window while building the next screen collum only in the "back" and when window reaches edge simply wrap over) see No$GBA and have a look on the video-ram. i wouldn't have thought that would really make things easier in this particular situation because the background layer moves independently so it's less time consuming to just brute force shift both than have to scout through the existing display, remove all the background layer characters and then draw in a replacement? not sure what is more time consuming... well the LMS approach would not help... as painting is needed anyway... Quote Link to comment Share on other sites More sharing options...
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