ST-NICCC Competition
category: code [glöplog]
Or maybe better yet we should start referring to all things C64 as Commodore 8bit :D
@Britelite
Yeah waiting for the REU edition :)
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
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
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).
(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).
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.
Scaling is ok and as already mentioned altering the data to any wanted format is also totally fine.
@yami
On the Atari VBXE Version with Atari8mbit flashcart I had 8k chunks instead of 64k.
On the Atari VBXE Version with Atari8mbit flashcart I had 8k chunks instead of 64k.
Atari Lynx Preview
http://atariage.com/forums/topic/285192-polyon-sprite/#entry4160708
http://atariage.com/forums/topic/285192-polyon-sprite/#entry4160708
I got my version running now on the Gamepark 32, fast and nice, no need to optimize! :)
@sdw
Great to hear. Getting hard to find a platform now... ;)
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 ;)
heaven: how are you going to judge this competition?
@Yeti
good question and Axis and me had discussion prior starting... but I guess with public voting?
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
maybe there should be more online compos here, like on csdb
I still dont get the colors completely right. looks like the order of colors is slightly misarranged.
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.
Me not rendering as fan but as n-poly with edge buffers.
Maybe it is easier to record and play it as video ;-)
Shut up, I feel bad enough using an actual GPU rasterizer.
Can anyone confirm what the second colour in the first frame is? I'm getting 0FF0, but that goes against the File Description.
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 }
0xff0 it's yellow, the colours are in STE format.