It would be slower, yes, to push instead of just skipping the solid space. But typical Stormlord screen usually has much more empty space to skip. Zynaps - maybe, with careful level design. Definitely not Robocop.
'Dixel' scrolling... Ghosts 'n' Goblins
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Maybe you missed it from the earlier discussion but Stormlord actually skips empty space.But typical Stormlord screen usually has much more empty space to skip
At address 36132 you have CALL NZ, 36226. Which means draw a tile only if tile nr<>0. And tile nr=0 is empty space.
It works more or less the same way that you are talking about, I believe. Tiles are stored with some empty space at the edges
and when game area scrolls new tiles clear everything behind them.
Raf Cecco was really a clever guy.
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
No, i missed nothing. My point was it has more empty space to skip than my example.
Absolutely not the same way. Doesn't scroll anything on-screen and is wasting memory for pre-shifted tiles.
In my example, tiles are stored only once (and rotated 90 degrees to appear at the edge pixel-by-pixel) and later are actually scrolled on-screen.
Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Eeeee. Does this thing really exist ? On Zx ?Seven.FFF wrote: ↑Thu Dec 07, 2017 8:19 pm This is things in the foreground moving horizontally, rather than the entire background - but you can get pretty fast and furious, and deal with different speeds, when you scroll preshifted stuff. As long as you have the space to store all the different versions. I've gone 128K-only here for that reason!
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Edit: Doh! I can see that the "dixel" term had already been found way earlier in this thread!
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
I don't know if you guys have seen this beautifully illustrated review of the dixel scrolling in Ghosts'n'Goblins.
Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Thanks.wizbob wrote: ↑Tue Sep 01, 2020 12:47 pm I don't know if you guys have seen this beautifully illustrated review of the dixel scrolling in Ghosts'n'Goblins.
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Spends waaay too much time on obvious things like the sprite method, but it was interesting to learn about the scrolling of attributes at least (I've used a similar approach in Mint). Perhaps this is one of the reasons there's no color on levels with vertical scrolling added.
I think the most interesting thing about GnG is definitely the crazy way the backgrounds are put together from different elements. This and Marauder, also maybe Zynaps... I've always wondered what sort of tools they've used to make the level maps (assuming it's not all hardcoded).
I think the most interesting thing about GnG is definitely the crazy way the backgrounds are put together from different elements. This and Marauder, also maybe Zynaps... I've always wondered what sort of tools they've used to make the level maps (assuming it's not all hardcoded).
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Ouch!C.Born wrote: ↑Sat Dec 09, 2017 5:28 pmCode: Select all
; your sinclair issue 19 page 74 ; it stll needs a full loop org 32000 di ld bc,6144 ld hl,22527 loop: srl (hl) call c,sub1 srl (hl) call c,sub2 dec hl dec bc ld a,b or c jr nz,loop ei ret sub1 inc hl set 6,(hl) dec hl ret sub2 inc hl set 7,(hl) dec hl ret
Here's my version of dixel scrolling:
Code: Select all
ld hl,16384
ld bc,24
loop:
rr (hl)
ex af,af'
rr (hl)
ex af,af'
inc l
djnz loop
inc h
dec c
jp nz,loop
Code: Select all
ld hl,16384
ld b,192
loop:
REPT 31
rr (hl)
ex af,af'
rr (hl)
ex af,af'
inc l
ENDR
rr (hl)
ex af,af'
rr (hl)
ex af,af'
inc hl
dec b
jp nz,loop
Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Came here after spotting this in the Common machine code sequences thread, and was curious to see how it compares to the version posted in YS which I remembered being mentioned here.Einar Saukas wrote: ↑Tue Sep 01, 2020 6:53 pm Here's my version of dixel scrolling:
The same routine using unrolled loop:Code: Select all
ld hl,16384 ld bc,24 loop: rr (hl) ex af,af' rr (hl) ex af,af' inc l djnz loop inc h dec c jp nz,loop
Code: Select all
ld hl,16384 ld b,192 loop: REPT 31 rr (hl) ex af,af' rr (hl) ex af,af' inc l ENDR rr (hl) ex af,af' rr (hl) ex af,af' inc hl dec b jp nz,loop
Loving the use of EX AF, AF' to preserve the carry bits. Genius!
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Not really.
Dixel scrolling is not a great idea. If you have enough free memory for the unrolled loop implementation, then running a single pixel scroll twice is actually faster than a single dixel scroll without screen memory contention (although dixel scrolling performs better during memory contention while running the raster scan, if my calculations are correct... I don't have an emulator right now to validate it).
Dixel scrolling is not a great idea. If you have enough free memory for the unrolled loop implementation, then running a single pixel scroll twice is actually faster than a single dixel scroll without screen memory contention (although dixel scrolling performs better during memory contention while running the raster scan, if my calculations are correct... I don't have an emulator right now to validate it).
Re: 'Dixel' scrolling... Ghosts 'n' Goblins
In this case, isn't it more efficient to fetch a byte from memory, scroll it, then write it back, rather than do two in-place rotates?
Though it's only quick if you're shifting in A, which means you can't do EX AF,AF'... So maybe not...
Though it's only quick if you're shifting in A, which means you can't do EX AF,AF'... So maybe not...
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
For 2px scrolling, try POP: RL: RL: PUSH. I have one such routine that scrolls some 30x192 area, the resulting speed is about 31T/byte (uncontended), which is close to RL (HL) x2 with nothing in between.
Re: 'Dixel' scrolling... Ghosts 'n' Goblins
I don't see how this could work. Could you share your code ?Nienn Heskil wrote: ↑Tue Oct 06, 2020 4:53 pm For 2px scrolling, try POP: RL: RL: PUSH. I have one such routine that scrolls some 30x192 area, the resulting speed is about 31T/byte (uncontended), which is close to RL (HL) x2 with nothing in between.
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Herecatmeows wrote: ↑Tue Oct 06, 2020 6:05 pmI don't see how this could work. Could you share your code ?Nienn Heskil wrote: ↑Tue Oct 06, 2020 4:53 pm For 2px scrolling, try POP: RL: RL: PUSH. I have one such routine that scrolls some 30x192 area, the resulting speed is about 31T/byte (uncontended), which is close to RL (HL) x2 with nothing in between.
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Thanks. That bidirectional shift of A to store 2 bits was the missing part.
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
Einar I'm concerned. This is the second post I've seen from you with the above words. Are you okay? Are you being held against your will, somewhere? This is your secret code for "Help. Rescue me!", right?Einar Saukas wrote: ↑Tue Oct 06, 2020 3:51 pm if my calculations are correct... I don't have an emulator right now to validate it).
Please post again with the words "emulation is for n00bs" to confirm. We will immediately create a ticket for this rescue task. You can track the progress being made towards your rescue in the ticket. Please take the time to rate this support on a scale of 1 to 10. Thank you!
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Re: 'Dixel' scrolling... Ghosts 'n' Goblins
I'm not used to more than a few hours without access to an emulator... but now I'm back home so everything's fine!