Author Topic: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)  (Read 3336 times)

Arkhan

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Re: CCAG 2011 Footage
« Reply #60 on: June 21, 2011, 06:05:05 AM »
Is there a way to track the sprites without actually having them be sprites unless they are on-screen? As in, they cease to be sprites off-screen, but rather become simply tracked variables, and when it's time to be back on-screen they are recreated as new sprites?

Yeah, that is the route I plan to go first and see how it works.  It was in-the-works before the show, but tracking all those dome tops and checking for if its time to be drawn without them popping up funky or looking wonky, is a bit tricky.  There isnt any room for error or "close enough" since its a visual effect.  I believe that it is definitely doable though. 

I haven't experimented yet, but its seeming like if you have sprites set and are actively updating them in the sprite table, they contribute to the line limit even if they are off of the viewable screen (but still in the "screen").  Which kinda blows, but also makes sense.


nothing except corals in background are composed of sprites ???
The rainbow coral towers and the rooftops of the buildings are sprites.


Quote
Ok i see, if you want easily resolving you sprites problems, your domes (for background between) must be a background part, and your main background (dark corals) should not fall as low ..

Yeah, but then the deadmoon effect is killed.

Easy resolution isn't going to be the answer.  Easy resolution will result in the visual effect looking less nice.

It will involve some planning.  Careful planning.

Like I said, I have ideas. :)  A few of them that should help!
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: CCAG 2011 Footage
« Reply #61 on: June 21, 2011, 06:40:11 AM »
Quote
Yeah, but then the deadmoon effect is killed.

Why ??, only a very little part is removed, 1 line of 2 tiles high max, perhaps one is sufficient..

Arkhan

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Re: CCAG 2011 Footage
« Reply #62 on: June 21, 2011, 07:25:32 AM »
if you remove the sprite rooftops from the back row you lose an entire layer of depth between the buildings and the tall rainbow coral. 
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Bonknuts

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #63 on: June 21, 2011, 01:18:27 PM »
Quote
I haven't experimented yet, but its seeming like if you have sprites set and are actively updating them in the sprite table, they contribute to the line limit even if they are off of the viewable screen (but still in the "screen").  Which kinda blows, but also makes sense.

 Yup. The whole X position in the SAT registers are parsed every line. It's the Y value to determine if the sprite cell pixel data will be fetched for that line or not, not X. So off screen sprites in that Y range clog up your sprite scanline buffer limit. Surprisingly, it's not the only home console like that.

 BTW, great looking underwater shmup demo.
« Last Edit: June 21, 2011, 05:12:26 PM by nat »

touko

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #64 on: June 21, 2011, 09:24:13 PM »
yes this demo is very cute .

if you remove the sprite rooftops from the back row you lose an entire layer of depth between the buildings and the tall rainbow coral.  

Yes you must play with sprites priority in an hsync for rainbow coral ...
Not very complicated.

But good multiple parallaxes are not easy without some pains  :mrgreen:
« Last Edit: June 22, 2011, 06:30:29 AM by touko »

Arkhan

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #65 on: June 22, 2011, 12:10:24 AM »
That was already part of the plan, and what I've done so far has fixed the problem. 

There used to be 20 on that line alone.  Oops, lol.  I think this will fix it all up and doesn't sacrifice visuals, AND gives more sprite use,so, yay.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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touko

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #66 on: June 22, 2011, 06:29:15 AM »
Oops, lol.  I think this will fix it all up and doesn't sacrifice visuals, AND gives more sprite use,so, yay.

Aaaah sprites multiplexing !!!

spenoza

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #67 on: June 22, 2011, 05:02:41 PM »
Feel free to make awesome movies when you have improvements worth showing off. I think those of us who are Defender fans (even if we suck at the game) will be waiting with bated breath.
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Arkhan

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #68 on: June 23, 2011, 10:29:20 AM »
Yeah, im restructuring pieces of the code, and cleaning a few things up.  I dont want to start spewing enemies out before the basic stuff is top notch'd
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Arkhan

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #69 on: June 23, 2011, 11:26:21 AM »
Interviews.

Witness me sucking at talking...



f*ck YEAH.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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roflmao

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #70 on: June 23, 2011, 01:27:10 PM »
Good stuff.  Congrats, Arkhan!

For fun times, turn the "Transcribe Audio" CC on for the first link (wasn't available for the second one).  I lol'ed.

nodtveidt

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #71 on: June 23, 2011, 01:54:56 PM »
Hey Ark, you weren't that bad on camera, it was pretty damn cool actually.

nat

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #72 on: June 23, 2011, 03:20:36 PM »
Yeah, the other guy in the first video looks a lot more uncomfortable than you do.

nodtveidt

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #73 on: June 23, 2011, 03:42:37 PM »
No doubt.

spenoza

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Re: 2011 Turbo Homebrew Discussion (Was: CCAG 2011 Footage)
« Reply #74 on: June 30, 2011, 02:58:11 AM »
Arkhan, this plan you have to make your own cards. Will you be including some kind of switching (physical or electronic) so that the chips can be used in both US and JPN systems?
<a href="http://www.pcedaisakusen.net/2/34/103/show-collection.htm" class="bbc_link" target="_blank">My meager PC Engine Collection so far.</a><br><a href="https://www.pcenginefx.com/forums/" class="bbc_link" target="_blank">PC Engine Software Bible</a><br><a href="http://www.racketboy.com/forum/" c