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Master of C64


Joined: 06 Aug 2008 Age: 29 Posts: 1343 Location: Bristol, UK
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Posted: Fri Jul 06, 2012 10:16 pm Post subject: |
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Link to the Past on C64? |
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Groupie in Training


Joined: 21 Mar 2011 Posts: 140
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Posted: Fri Jul 06, 2012 10:28 pm Post subject: |
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| wec wrote: | | I'm pretty sure those tree trunks cannot be done that way. |
Same for the clouds. Why are people so afraid of colourclash anyway?  |
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Forum Junkie


Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Jul 07, 2012 5:32 am Post subject: |
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It probably has more to do with ugly rather than being afraid.
The shadow on the long section of steps does not represent good use of character count limitation. |
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Grandmaster of C64


Joined: 13 Jan 2003 Posts: 1950
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Posted: Sat Jul 07, 2012 7:48 am Post subject: |
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| fierman wrote: | | wec wrote: | | I'm pretty sure those tree trunks cannot be done that way. |
Same for the clouds. Why are people so afraid of colourclash anyway?  |
Trunks and clouds seem fine to me. Only 1 color + black per 8x8. |
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Groupie in Training


Joined: 21 Mar 2011 Posts: 140
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Posted: Sat Jul 07, 2012 10:47 am Post subject: |
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Yeah, I was looking at STE's modifications. sorry |
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Forum Junkie


Joined: 13 Nov 2004 Posts: 483
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Posted: Sun Jul 08, 2012 6:42 pm Post subject: |
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Also, why are the steps casting a sideways shadow, when *everything else casts only a forward shadow?
*bar the trees when don't ? |
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Über Groupie


Joined: 12 Jun 2012 Posts: 310 Location: Wuppertal, FRG
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Posted: Sun Jul 08, 2012 8:24 pm Post subject: |
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| wec wrote: | | Also, why are the steps casting a sideways shadow, when *everything else casts only a forward shadow? |
Two suns
Come on: this is a perspective you won't find anywhere in life than in oldschool rpg-style games. Shadows therefore are used to add a bit depth and not to make it somehow more realistic.
But you're probably right about the waste of chars. |
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Grandmaster of C64


Joined: 13 Jan 2003 Posts: 1950
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Posted: Sun Jul 08, 2012 8:37 pm Post subject: |
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| wec wrote: | | Also, why are the steps casting a sideways shadow, when *everything else casts only a forward shadow? |
Because of 256 characters only? |
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Middle Aged C64 Teenager


Joined: 30 Dec 2001 Age: 45 Posts: 436 Location: West Mids. England
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Posted: Sun Jul 08, 2012 10:19 pm Post subject: |
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I have no real problem with the shadow, it just suggests to me that the stairs are steeper than slope of the "pyramid".
and the 256 char limit isn't really an issue if you go down the route of keeping 1/3 - 1/2 of your charset as "constant" (a tree, a patch of grass, a path, a water tile etc) and then use the other half as "transient" characters which can create the graphically unique objects which change as you walk around the map. as long as there are common tile "buffers" between the unique areas then you can use a much ram as you can get away with for "source" character data and just copy it to the charset as required.
Steve _________________ |
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Grandmaster of C64


Joined: 13 Jan 2003 Posts: 1950
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Posted: Sun Jul 08, 2012 11:39 pm Post subject: |
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There's a reason why nearly all games use a fixed set of characters. This is C64 you know... |
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Über Groupie


Joined: 12 Jun 2012 Posts: 310 Location: Wuppertal, FRG
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Posted: Mon Jul 09, 2012 7:12 am Post subject: |
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| Fröhn wrote: | | There's a reason why nearly all games use a fixed set of characters. |
Hm. I would be careful with "nearly all". What STE'86 said about buffers is quite common for many games too. There are a lot of games that exceed the number of possible chars/sprites per vic-bank by the use of buffers.
For this stair shadows I'd even store only the complete full stair tile in memory and "calculate" a left or right shadow on the fly by just left/right shift and filling bytes with zero from left/right and then copy it into the currently used charset.
But in the end: everybody as he likes - many ways lead to the goal  |
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Grandmaster of C64


Joined: 13 Jan 2003 Posts: 1950
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Posted: Mon Jul 09, 2012 7:54 am Post subject: |
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| spider-j wrote: | | Fröhn wrote: | | There's a reason why nearly all games use a fixed set of characters. |
Hm. I would be careful with "nearly all". What STE'86 said about buffers is quite common for many games too. There are a lot of games that exceed the number of possible chars/sprites per vic-bank by the use of buffers. |
Examples? The only thing which is common is the use of multiple charsets. But I have a hard time finding examples where characters are realtime calculated while scrolling. |
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Groupie in Training


Joined: 01 Aug 2002 Age: 31 Posts: 120 Location: Umeå, Sweden
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Posted: Mon Jul 09, 2012 8:31 am Post subject: |
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| STE'86 wrote: | I have no real problem with the shadow, it just suggests to me that the stairs are steeper than slope of the "pyramid".
and the 256 char limit isn't really an issue if you go down the route of keeping 1/3 - 1/2 of your charset as "constant" (a tree, a patch of grass, a path, a water tile etc) and then use the other half as "transient" characters which can create the graphically unique objects which change as you walk around the map. as long as there are common tile "buffers" between the unique areas then you can use a much ram as you can get away with for "source" character data and just copy it to the charset as required.
Steve |
This is sort of exactly what I had in mind! Since I'm not planning on scrolling in the game, I was thinking that most of the charset would be kept static (all the stuff that is used in most screens) - and some of the chars could be switchable and only loaded when they are needed.
I don't think the stairs are really all that wasteful, if my counting is correct they would use up 8 tiles (as I would almost certain have an all black tile already). Maybe I will change them when / if I actually get some real work done on this game. _________________
slightly bored and severly confused... |
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Über Groupie


Joined: 12 Jun 2012 Posts: 310 Location: Wuppertal, FRG
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Posted: Mon Jul 09, 2012 8:36 am Post subject: |
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| Fröhn wrote: | | But I have a hard time finding examples where characters are realtime calculated while scrolling. |
Using buffers is not the same as realtime calculated. It's just as STE'86 said: leave parts of the used charset free to copy chars into it from other memory locations on demand.
Afaik most Manfred Trenz games use charbuffers at least for bullets and I guess many shooters do. |
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Forum Junkie


Joined: 19 Mar 2009 Age: 33 Posts: 509 Location: Potsdam, GER
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Posted: Mon Jul 09, 2012 9:31 am Post subject: |
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Times of Lore replaces some chars of the charset on occasion. But not 'calculated' of course. _________________ |
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Middle Aged C64 Teenager


Joined: 30 Dec 2001 Age: 45 Posts: 436 Location: West Mids. England
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Posted: Mon Jul 09, 2012 10:40 am Post subject: |
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I know it works,
we used a basic form of it in 1987 to do this:
http://noname.c64.org/csdb/release/?id=6171
and this was only a demo  _________________ |
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Grandmaster of C64


Joined: 13 Jan 2003 Posts: 1950
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Posted: Mon Jul 09, 2012 10:42 am Post subject: |
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It's a demo not a game. And: Why do it complicated when you can also do it easy? |
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Immortal Grandmaster of C64

Joined: 13 Oct 2004 Posts: 4693
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Posted: Mon Jul 09, 2012 10:43 am Post subject: |
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where you typically have much more memory to waste than in a game, and can get away with a lot of things that are completely out of the question in a real game =P _________________
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Forum Junkie

Joined: 13 Aug 2009 Age: 44 Posts: 422
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Posted: Mon Jul 09, 2012 11:00 am Post subject: |
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hmmm so, a game with 10 levels each with a 2k charset = 20k of data is fine but a game with 10 levels made from 18k of library chars + 2k for the dynamic charset isn't possible?? Okaaaaay then....
And the data moving involved, that's not possible either on a puny c64? but what about bitmap scrolling games??? They HAVE to update a column of data AND shift the whole of the bitmap/colour chars/colour ram every coarse scroll (spread out over the hardware scrolling frames of course) but a dynamic charset scroller only has to copy in a new objects worth of data when it's needed (spread out over probably a shed load more frames). _________________ |
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Immortal Grandmaster of C64

Joined: 13 Oct 2004 Posts: 4693
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Posted: Mon Jul 09, 2012 11:24 am Post subject: |
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| Quote: | | 10 levels each with a 2k charset = 20k of data is fine |
you wont find that either (unless its a multiloader) _________________
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Forum Junkie

Joined: 13 Aug 2009 Age: 44 Posts: 422
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Posted: Mon Jul 09, 2012 11:26 am Post subject: |
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| groepaz wrote: | | Quote: | | 10 levels each with a 2k charset = 20k of data is fine |
you wont find that either (unless its a multiloader) |
Nitpicking values apart, you know my point is valid. _________________
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Immortal Grandmaster of C64

Joined: 13 Oct 2004 Posts: 4693
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Posted: Mon Jul 09, 2012 11:32 am Post subject: |
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i'd just like to see an actual example, not just theories about what could be done.
also the point was that it was seldomly done, not never. _________________ |
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Forum Junkie

Joined: 13 Aug 2009 Age: 44 Posts: 422
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Posted: Mon Jul 09, 2012 11:43 am Post subject: |
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Supply some graphics and a level design and I'll code it up for you  _________________ |
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Immortal Grandmaster of C64

Joined: 13 Oct 2004 Posts: 4693
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Posted: Mon Jul 09, 2012 11:48 am Post subject: |
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i can do that myself, the question was if it was used before  _________________ |
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Forum Junkie

Joined: 13 Aug 2009 Age: 44 Posts: 422
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Posted: Mon Jul 09, 2012 11:49 am Post subject: |
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| groepaz wrote: | i can do that myself, the question was if it was used before  |
According to you, seldomly != never  _________________
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