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ST-NICCC Competition

category: code [glöplog]
Or maybe better yet we should start referring to all things C64 as Commodore 8bit :D
added on the 2018-11-21 11:23:51 by britelite britelite
@Britelite

Yeah waiting for the REU edition :)
Quote:
Or maybe better yet we should start referring to all things C64 as Commodore 8bit :D

Let's just include all the Speccy clones (like the 68080 Vampire cards) in that bucket as well, for simplicity.
Yeah. Of course me waiting for those ZX on steroids, too. ;)
I've dug through the documentation and written a proof of concept decoder in C, which should be pretty much Amiga-ready. I just need to replace the test framebuffer filler (which saves every frame out as a 24BPP .bmp file at the moment) with something that can render Amiga bitplanes.

I have an unfinished attempt at 3D code for the Amiga, so I can just plug this into my polygon rendering code to see how it goes I suppose.

https://www.youtube.com/watch?v=Dpve4RCQCDk
added on the 2018-11-22 10:45:47 by sack sack
Rule questions:

(a) rendering to a screen smaller than 256x200, is scaling o.k.?
(b) cartridge size < than raw data size. 64k packets > available system memory. Is it o.k. to repack the dat to smaller chunks and/or pack it without altering the data? (c) Or is it even o.k. to alter the polygon data itself (f.e. in a way that one can rely on the vertex order for polygons).
added on the 2018-11-24 08:58:37 by yami yami
Targetting PSP here. The real challenge is to reinstall the toolchain. GCC does not even produce proper code for the allegrex anymore. I swear if I get everything back in shape I dockerize it for preservation purpose.
added on the 2018-11-24 10:37:07 by sebdel sebdel
Scaling is ok and as already mentioned altering the data to any wanted format is also totally fine.
added on the 2018-11-24 11:21:17 by axis^oxy axis^oxy
@yami

On the Atari VBXE Version with Atari8mbit flashcart I had 8k chunks instead of 64k.
I got my version running now on the Gamepark 32, fast and nice, no need to optimize! :)
added on the 2018-11-25 19:14:16 by Sdw Sdw
@sdw

Great to hear. Getting hard to find a platform now... ;)
@axis^oxy Yes, Mega Drive version in progress... it's just a matter of finding enough time to spare ;)
added on the 2018-11-26 10:25:28 by Kabuto Kabuto
heaven: how are you going to judge this competition?
added on the 2018-11-28 18:26:24 by the_Ye-Ti the_Ye-Ti
@Yeti

good question and Axis and me had discussion prior starting... but I guess with public voting?
pouet thumbs are a great way to publically rate prods!
maybe there should be more online compos here, like on csdb
added on the 2018-11-28 20:57:50 by wysiwtf wysiwtf
I still dont get the colors completely right. looks like the order of colors is slightly misarranged.
added on the 2018-12-01 09:16:55 by yami yami
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Well, that's anticlimatic, 29.997 without any optimisations. That's exactly 60fps. I still need to try on real HW though.
I also have subtle palette differences and jumping polygons. Do you guys find it always render properly as a TRIANGLE_FAN? It looks like some smaller poly are not rendering properly.
added on the 2018-12-05 16:51:23 by sebdel sebdel
Me not rendering as fan but as n-poly with edge buffers.
Maybe it is easier to record and play it as video ;-)
added on the 2018-12-08 16:05:26 by yami yami
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added on the 2018-12-11 01:41:25 by rudi rudi
Shut up, I feel bad enough using an actual GPU rasterizer.
added on the 2018-12-11 17:31:37 by sebdel sebdel
Can anyone confirm what the second colour in the first frame is? I'm getting 0FF0, but that goes against the File Description.
added on the 2019-01-12 19:20:07 by Molive Molive
second color is orangeish
Code: pal_frame0_rgb[16] = { 0x000, 0xa40, 0xee0, 0xc60, 0x820, 0xea0, 0xe80, 0x600, 0xeee, 0x000, 0x000, 0x000, 0x000, 0x000, 0x000, 0x000 }
added on the 2019-01-12 19:37:10 by the_Ye-Ti the_Ye-Ti
0xff0 it's yellow, the colours are in STE format.
added on the 2019-01-13 21:51:52 by swapd0 swapd0

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