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ST-NICCC Competition

category: code [glöplog]
Ah, ignore that, I read the code wrong!
added on the 2018-11-18 17:45:54 by Sdw Sdw
For me it looks, as if you read the colors of the palette backwards.
added on the 2018-11-18 18:12:55 by axis^oxy axis^oxy
Fixed thanks!
added on the 2018-11-18 18:46:08 by friol friol
Fixed also the gaps between the polygon edges.

But the resolution seems to be 255x199, not 256x200 (there is a 1px wide black line on the right and bottom edges).

Can it be?
added on the 2018-11-18 19:08:44 by friol friol
Are you indexing from 0 or 1?
added on the 2018-11-19 01:32:18 by pohar pohar
I consider the whole STNICCC screen from Leonard as -lame-.
The whole thing can be done in realtime with only little framedrops.
Just take a look at TCB's Flashback 3D-intro. (ok, they precalc the drawing order, but it's a big big difference to the STNICCC screen, which is just a lame polygon stream. Totally overrated!
added on the 2018-11-19 04:33:39 by lsl lsl
Max x value it's 255, to avoid overdrawn you don't have to write the last pixel of a scanline... so yes, I also have a vertical and horizontal line at the right and bottom edge.
added on the 2018-11-19 11:14:12 by swapd0 swapd0
Jaguar emulator it's not very accurate... By the way, I'm the last 11:59:56!!!!!!
100% C code, 8 bits image drawn and erased pixel by pixel (no int32_t * were used) , no GPU, no Blitter, no optimisation.

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added on the 2018-11-19 17:37:47 by swapd0 swapd0
1800 frame / 720 sec = 2,5 fps :)
added on the 2018-11-19 18:07:13 by pohar pohar
J am sure Jaguar can kick some but but looks good. Keep em coming!

Me looking for another platform.
From the description:

Polygons can have 3-15 vertices.
Polygons can cover each other, so a non-convex polygon filler is needed.

Don't know quite how to interpret that, can the individual polygons be non-convex, or just the resulting, overlapped scene?
added on the 2018-11-19 19:34:53 by Sdw Sdw
Scenes are build not only by Tris or quads... can be up to 15 vertices. Last vertice connects again to first.
Yeah, but I meant if these individual polygons are convex? I mean, as soon as you move beyond 3 vertices in theory you can create a polygon that is no longer convex.

So, in essence:
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Do my renderer need to be able to handle cases like the ones on the right?
added on the 2018-11-19 21:15:41 by Sdw Sdw
IIRC I've only found a few poligons that some times when you do something like:
width = right_edge - left_edge; you got a negative value. But you'll never find a polygon with two spans on the same scan line.
added on the 2018-11-19 22:22:56 by swapd0 swapd0
Great, yeah, that's what I wanted to know, I'm thinking about a span-based poly-filler, so having to deal with arbitrary number of spans on a scanline would have been a pain in the ass.
added on the 2018-11-19 23:32:02 by Sdw Sdw
You can ignore the case of non-convex polygons. So a regular span-filler with 1 span per line is fine.
added on the 2018-11-20 11:53:36 by axis^oxy axis^oxy
Atari Jaguar V1.0, slow as hell, now it runs a bit slower because I've added music. Have a try in an emulator because it will run faster XD.
added on the 2018-11-20 20:38:08 by swapd0 swapd0
Just to clarify: is it okay to change the data format (as e.g. the web version did) or are ports expected to use the original data file?
added on the 2018-11-20 21:59:29 by Kabuto Kabuto
I love how the website still says "grench".
added on the 2018-11-21 01:12:25 by Gargaj Gargaj
Altering data? Hmmm... why not... or how would you do the C64 version then? ;)
or how would you do the C64 version then?

Or an Atari 8bit version that doesn't require gfx- and memoryexpansions ;)
added on the 2018-11-21 08:51:36 by britelite britelite
Altering the data is fine for me. I know this opens up possibilities no one really wants, like pure anim players. But I dont want to prohibit platforms, e.g. with less then 640 KB memory. And such a "dont change the data" rule is anyway close to impossible to monitor.

@Kabuto: Is there Mega Drive joining in?
added on the 2018-11-21 08:54:23 by axis^oxy axis^oxy

Hehe... ;) but Atari 8bit without VBXE means still standard RAM expansion up to 1MB.
but Atari 8bit without VBXE means still standard RAM expansion up to 1MB.

In the same way that C64 means a C64 with a standard 16MB REU.
added on the 2018-11-21 11:14:55 by britelite britelite


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