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[media]https://youtu.be/AMEOWFUb4SA[/media]
It's an 8x1 multicolor + pixels scorll
I think yep, why not.In a very narrow corridor
Thanks! Nope, attributes drawed from linear buffer and all an "engine" it's unrolled ..... pop hl: ld (addr),hl ..... mostlydjnzx48 wrote: ↑Tue Oct 30, 2018 8:00 am This looks really impressive. Do you scroll the attributes by jumping into the middle of the drawing loop at different offsets? (forgive me if this sounds dumb, I'm no expert on multicolour.) I'm amazed you still have time left over to do the pixel scrolling.
omg 36 years, it's more than all my life :0 i'm 35 onlyRalf wrote: ↑Tue Oct 30, 2018 10:00 am And it'really impressive that in year 2018, 36 years after Zx Spectrum was created we still have games that push limits and do things that were never done before.
So Denis, as you have written in the video - may the Speccy force be with youI'll be looking forward to play this game.
and a bit of Multidude - up to 8 players than can help each one, and a bit of Twinlight with reflectors, and and and...MatGubbins wrote: ↑Tue Oct 30, 2018 12:17 pm A dash of S.I.P, a bit of pinball, a leg of Snake and a whole lot of scrolling colour! Looks great and I can't wait!
That's clever! It looks like the beam is overtaking the drawing and making the right wall lag one frame behind. Would it be any better if the right wall was drawn before the left wall, or if you drew one line ahead of the raster? It's still looking great regardless!DenisGrachev wrote: ↑Tue Oct 30, 2018 9:04 amThanks! Nope, attributes drawed from linear buffer and all an "engine" it's unrolled ..... pop hl: ld (addr),hl ..... mostlydjnzx48 wrote: ↑Tue Oct 30, 2018 8:00 am This looks really impressive. Do you scroll the attributes by jumping into the middle of the drawing loop at different offsets? (forgive me if this sounds dumb, I'm no expert on multicolour.) I'm amazed you still have time left over to do the pixel scrolling.The multicolor zone not a big, just an 12 cells width, tower walls drawed without multiclor but gives an illusion of 14 cells width. In a top border we draw a top 110 lines of pixels from previous frame before beam. During a multicolor loop tower walls drawed + multicolor. After multicolor we draw an new frame for 50 botom pixel lines after beam so in a next frame we have a picture. Pretty simple
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Yep, walls drawing fixed by swap left and right as you mentiondjnzx48 wrote: ↑Wed Oct 31, 2018 4:35 am That's clever! It looks like the beam is overtaking the drawing and making the right wall lag one frame behind. Would it be any better if the right wall was drawn before the left wall, or if you drew one line ahead of the raster? It's still looking great regardless!
...why all this serious multi-colour stuff arrived only recently. Of course I understand that there were lots of rainbow engines back in the day but BiFrost/Nirvana and now this appear -- at least to an idiot like me -- like a quantum leap. All of this was possible during the Spectrum's heydey so... why didn't it happen? I guess that the platform petered out/died before this stuff could be incorporated into commercial titles?
I don't doubt those commercial pressures were a factor. Equally, technical superiority/advance can be a selling point -- see Knight Lore or Driller, for example. The latter in particular was pretty awful to play but it scored plenty of hype off the back of its 3D sheen (no idea if it made loads of sales but the numerous follow-ups that employed the same engine would suggest there was sufficient commercial interest).Joefish wrote: ↑Wed Oct 31, 2018 4:02 pm Commercial titles were all chasing the latest arcade game, which were all about scrolling and huge sprites.
That, and it takes far too long to perfect a multicolour graphics game engine. No-one would have paid a games programmer to spend that long on one game.
5MinuteRetro wrote: ↑Wed Oct 31, 2018 2:41 pm All of this was possible during the Spectrum's heydey so... why didn't it happen? I guess that the platform petered out/died before this stuff could be incorporated into commercial titles?
Joefish wrote: ↑Wed Oct 31, 2018 4:02 pm Commercial titles were all chasing the latest arcade game, which were all about scrolling and huge sprites.
That, and it takes far too long to perfect a multicolour graphics game engine. No-one would have paid a games programmer to spend that long on one game.
I'm not so sure. I'm surprised that multicolour games didn't gain traction BITD. In 1987 we had this Rainbow Engine (a YS Star Tip), and it's a complete multicolour engine for 16 columns, so most of the hard work had been done; I wonder why no-one made the leap of imagination to use it with sprites etc (or did but never created it). For starters, it seems obvious—now—to use it for static multicolour blocks and have a monochrome background in which you move the pixels.AndyC wrote: ↑Wed Oct 31, 2018 8:00 pm Much better cross development and debugging tools help enormously too. Plus vastly superior documentation about all the subtle timing variations that have come about from getting emulators to run every demo, on every hardware configuration, to a cycle accurate behaviour. That kind of thing just wasn't around back in the day and so each developer (or at best development company) would have needed to discover it all for themselves.
No you're right—it's one colour per line, but there's still loads you can do around that. Denis's game is working around limitations in a similar way.AndyC wrote: ↑Wed Oct 31, 2018 9:29 pm Unless I'm entirely mis-reading the documentation, that only allows one colour across each row - which is interesting as a kind of "raster bar" effect, but not necessarily for a game. I think it would be quite difficult to use that in a practical sense (though I'd be interested if somebody wanted to try). It's quite a long way off from allowing close to arbitrary colour changes at horizontal points (as per modern engines), even for a small area of the screen and being able to do that effectively is what unlocks much of the benefits of such an engine.
Doing a 'what if' is tempting!(though I'd be interested if somebody wanted to try)