+grafixbmp Posted September 17, 2011 Author Share Posted September 17, 2011 With the scrolling circles, what if they were expanded to 2x sprites and then there would be more implied resolution when it is skewed by down to single color clocks for more detailed circles. And I know you would have your own way of coding the system, but this is sorta what I thought about before Perhaps a lookup table listing out the smooth skewing say to the 4th-8th scanline. then this way there could be multiple stacked skewed linear vectors that can flex as if they were strait lines when you race through the track. Like only the patterns that give an evenly distributed skewed strait line. Then as a section drops down the screen, the skew vector could be changed and therefore animate/flex across the screen, implying 2D flat terain viewed from a 3D perspective. Quote Link to comment Share on other sites More sharing options...
roland p Posted September 17, 2011 Share Posted September 17, 2011 (I'm in a hurry right now) I've now tried to scale the circles progressively by removing a single line each time the circle shrinks. This is done at a variable frequency. As an alternative, I could flicker between two versions of the circle. (like when it goes up, from a 11 line height circle to a 10 line height circle, I could flicker between them. 'Flicker' does sound bad, but it this case it does look really good you are in motion. scaling_circles2.bin Quote Link to comment Share on other sites More sharing options...
R.O.T.S Posted September 17, 2011 Share Posted September 17, 2011 (edited) besides, that's like saying pole position didn't need the red/white road boarders either. This is some pseudo-3d with 90 degrees turns: http://www.youtube.com/watch?v=Kket83oo0OA I remember Cisco Heat,it does not start to badly but after a minute or so it feels like your driving along a road through an earth quake with the distant buildings and trees swaying left-right.I cannot see how it could be done without just 2 frames flickering faster or slower. Edited September 17, 2011 by R.O.T.S Quote Link to comment Share on other sites More sharing options...
roland p Posted September 19, 2011 Share Posted September 19, 2011 I now have some two-tone roads. It would be nice to put circles in it in inverted colors.... Up/down for speed. two-tone-road.bin 1 Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted September 20, 2011 Author Share Posted September 20, 2011 Every test here shows that it can be faked so well that racing games (and such) could not only be 2 player with this perspective but could play smoother than most racing games thus far. Excellent work. I take it the PF pixels aren't even being used? Quote Link to comment Share on other sites More sharing options...
roland p Posted September 20, 2011 Share Posted September 20, 2011 (edited) Every test here shows that it can be faked so well that racing games (and such) could not only be 2 player with this perspective but could play smoother than most racing games thus far. Excellent work. I take it the PF pixels aren't even being used? Thanks! The routine could also be used to create good looking curvestones. The PF pixels aren't used yet. Those are always a bit hard, especially the assymetrical ones. But for example, the first kernel I posted with only horizontal lines, could be modified so it displays horizontal lines + playfield pixels within that line. That way it doesn't have to update the pf pixels all the time. Right now the road is drawn by 10 kernels so it is really straightforward: LDX LINE0 LDA COLOR_A STA COLUBK LOOP_LINE_0 STA WSYNC DEX BPL LOOP_LINE_0 LDX LINE1 LDA COLOR_B STA COLUBK LOOP_LINE_1 STA WSYNC DEX BPL LOOP_LINE_1 LDX LINE2 LDA COLOR_A STA COLUBK LOOP_LINE_2 STA WSYNC DEX BPL LOOP_LINE_2 LDX LINE3 LDA COLOR_B STA COLUBK LOOP_LINE_3 STA WSYNC DEX BPL LOOP_LINE_3 LDX LINE4 LDA COLOR_A STA COLUBK LOOP_LINE_4 STA WSYNC DEX BPL LOOP_LINE_4 LDX LINE5 LDA COLOR_B STA COLUBK LOOP_LINE_5 STA WSYNC DEX BPL LOOP_LINE_5 LDX LINE6 LDA COLOR_A STA COLUBK LOOP_LINE_6 STA WSYNC DEX BPL LOOP_LINE_6 LDX LINE7 LDA COLOR_B STA COLUBK LOOP_LINE_7 STA WSYNC DEX BPL LOOP_LINE_7 LDX LINE8 LDA COLOR_A STA COLUBK LOOP_LINE_8 STA WSYNC DEX BPL LOOP_LINE_8 LDY LINE9 LDA COLOR_B STA COLUBK LOOP_LINE_9 STA WSYNC DEY BPL LOOP_LINE_9 LDY LINE10 LDA COLOR_A STA COLUBK LOOP_LINE_10 STA WSYNC DEY BPL LOOP_LINE_10 Edited September 20, 2011 by roland p Quote Link to comment Share on other sites More sharing options...
roland p Posted September 22, 2011 Share Posted September 22, 2011 Last tech-demo, now you can move left/right too and see magic happening scaling_and_skewing.bin 1 Quote Link to comment Share on other sites More sharing options...
+grafixbmp Posted September 22, 2011 Author Share Posted September 22, 2011 that last one was the highlight of my day. I ran it and played with it for about 10 min. I was fiddlin with how atari skewing works today before I even saw your post. I bet there are several people wouldn't be able to beileve this was running on an atari. It just looks that good. Quote Link to comment Share on other sites More sharing options...
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