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My New Demo to be unveiled at Eindhoven - Page 5 — Parallax Forums

My New Demo to be unveiled at Eindhoven

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 15:05
    why "must" it be two player?

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 15:05
    ...because that would be entirely too much fun [noparse];)[/noparse]
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 15:22
    very true!

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 15:32
    So is the lower display used to display score/etc., or is it an active part of the playing experience? Might be too telling, but I figured no harm in asking.
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 15:33
    it's display info

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  • RaymanRayman Posts: 14,876
    edited 2009-10-13 16:58
    I would guess Wolf3d, but someone already did...
    Second guess would be a flight simulator...

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  • Oldbitcollector (Jeff)Oldbitcollector (Jeff) Posts: 8,091
    edited 2009-10-13 17:54
    Something along the lines of "Chuck Yeager's Advanced Flight Simulator" would be very doable
    on the Prop. (In case Baggers has switched from teasing to trolling for ideas. [noparse]:)[/noparse]

    OBC

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 18:11
    Oldbitcollector said...
    Something along the lines of "Chuck Yeager's Advanced Flight Simulator" would be very doable
    on the Prop. (In case Baggers has switched from teasing to trolling for ideas. [noparse]:)[/noparse]

    OBC

    tongue.gif· If we are taking requests... Ok, never mind. Back to guessing.·
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    Does it have a 'fixed' playfield, or does it scroll in some way?··
    I think it has already been said that there is some sort of scrolling, or other sort of 'flair'·going on (whether backdrop or on the physical play field).

    Can't stray too far from the "classics" if it has already been done in some fashion on an SX/AVR.· So, may be closer in the late 70's/early 80's genere of games.· Boulder Dash maybe?·· I remember seeing an LCD-based game of that on an AVR a long time ago.




    Post Edited (trodoss) : 10/13/2009 6:27:04 PM GMT
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 18:17
    Rayman, nope

    OBC, A flight sim like Chuck's may be possible.

    trodoss, it scrolls in some way.


    Just out of curiosity, if after Eindhoven, I'm wondering what to do in my spare time, what are people's requests?

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 18:25
    @Baggers,
    If you are still working on HOH that would be great [noparse];)[/noparse]
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 18:30
    Yeah, it's not been forgotten [noparse]:D[/noparse] just on hold, while I was busy with work, then I decided to do something impressive to show at Eindhoven, not that HOH on a prop at 60fps isn't impressive also [noparse]:D[/noparse]

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 18:31
    Ok, so if it scrolls... Dosen't exacly mean that "arcade game" is a slam-dunk, but certianly helps [noparse];)[/noparse]

    Either that, or the "Baggers original" does, and the game it is based upon didn't possibly?

    High or low sprite count, or is that also too telling?
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 18:34
    trodoss that would be too telling.

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 18:47
    Actually, been thinking and talking with potatohead about doing a modified TIA driver that takes 1.5KB for the display, and then adding sprites on top of that, so people could do their own games in spin with the screen not taking much memory to do, and doing HERO as an example demo to get people started with the driver.
    would you guys want a driver like that? is it worth doing?

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 18:48
    Here's a summary of what has been mentioned thusfar..
    ----
    Tidbit 1:
    it's an advancement on something I've done before!

    Tidbit 2:
    the demo for the show, was in SPIN, but is now in PASM, and is running in it's full glory at 60fps

    Tidbit 3:
    what I've done has been tried to be reproduced on other uControllers, ( well as far as I know ) , but not ever been close, let alone as close as I've got it :P

    Tidbit 4:
    OBC, AVR has tried, and SX has tried
    it's PAL or NTSC, stereo or mono, and like Coley says, it works on 1, or 2 props, and on existing or new hardware

    Tidbit 5:
    it does infact use the fat pixel driver

    Tidbit 6:
    it can run on a single prop, or a prop with PropGFX, hence the 1 or two props.

    Tidbit 7:
    it could run on a demo-board [noparse]:)[/noparse] but a joypad would allow user interactivity

    it can run on a DemoBoard with Keyboard, ( so no need for joypad on that ) and it can run on ProtoBoard if you have added TV out to it


    Tidbit 8:
    The screen is a modified version of the 16 colour display, to do 256 colours ( well 8bit prop colours ) at 256 x 256 fat pixels X and Y, so 128 x 128 res, BUT the last 32 scanlines are 16 colour.
    so it's 128x96 8bit ( 256 colour ) and 128x32 4bit ( 16 colour )
    The bottom 32 pixels is used for a panel.

    Tidbit 9:
    (Re: bottom display) it's display info

    Tidbit 10:
    it scrolls in some way
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 18:52
    certainly doing your homework trodoss [noparse];)[/noparse]

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 19:01
    Re: Modified TIA driver - It would probably get used. OBC for one could use it for Pac Man.
    I would lean more towards a driver like a modified version of the ZX Spectrum TV driver myself though.
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 19:01
    a modified spectrum driver that has?

    Edit: Back in a bit, gonna go watch a movie with Other half [noparse]:)[/noparse]

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  • jazzedjazzed Posts: 11,803
    edited 2009-10-13 19:31
    Baggers said...
    Some good guesses there Ahle2 [noparse];)[/noparse]
    How much memory did you're raycaster use?

    Don't forget we only have 32KB for everything.

    I'll give you all some clues.

    The screen is a modified version of the 16 colour display, to do 256 colours ( well 8bit prop colours ) at 256 x 256 fat pixels X and Y, so 128 x 128 res, BUT the last 32 scanlines are 16 colour.
    so it's 128x96 8bit ( 256 colour ) and 128x32 4bit ( 16 colour )
    The bottom 32 pixels is used for a panel.

    I'll also have to modify it so that it will fit into NTSC, as not everyone has access to a PAL display and 256 y pixels [noparse]:D[/noparse].

    So is this another tile driver or not? Can you paint individual pixels with one of 256 colors?

    What I mean is all Propeller VGA/TV graphics drivers I've seen can set background and 2 or 3 colors for a pixel or a background color tile and a foreground character or sprite. This is not very useful for 3D shading etc... like I can do with 65K color LCD devices. Having a VGA/TV driver that supports individual pixel colors or a small group of pixels would be make Propeller video much more attractive but I haven't seen it yet. Any help?

    Thanks,
    --Steve
  • RaymanRayman Posts: 14,876
    edited 2009-10-13 19:34
    Steve, did you see my Prop Video Player? It shows a 160x120 video (with sound) on TV. Each pixel has it's own 8-bit color.

    Of course, there's not much room for anything else...

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  • jazzedjazzed Posts: 11,803
    edited 2009-10-13 19:42
    No I didn't Ray. Sounds like what I'm searching for. Got links?
  • RaymanRayman Posts: 14,876
    edited 2009-10-13 19:45
    Here's a link to the photo code:

    http://forums.parallax.com/showthread.php?p=809933

    I'd have to look for the video link...

    But, I think Bagger's code probably fills the screen better than mine...

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 21:31
    Jazzed, yes, like the 16 Colour driver I released earlier, this modified one allows 8bit per pixel [noparse]:)[/noparse] it's a bitmap taking 12KB for the top 8bit area 128x96 and 2KB for the bottom area 128x32 making 128x128 total, and square fat pixels means 256x256 display [noparse]:D[/noparse] unfortunately NTSC users can't see full screen like that, so I'll make a mod for NTSC versions.

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 21:39
    Ok...14KB for screen memory means "everything else" (minus sound) squeezes into ~18KB...

    Are you using some form of compression (RLE maybe?) on the data like Linus
  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 21:43
    everything is uncompressed as it's all needed at runtime [noparse];)[/noparse] it's not seperate sections, otherwise I could compress it!

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  • potatoheadpotatohead Posts: 10,261
    edited 2009-10-13 21:45
    There is a nice, simple bitmap driver up on propeller.wikispaces.com. That one will do the common resolutions, one byte per pixel. It was used for the color display on the wiki.

    Problem is bitmaps consume a lot of ram. What kind of resolutions were you thinking of?

    If it's a fairly low resolution, I can dig up the bitmap drivers I did a year or so ago. They are on the wiki, and have been posted here. The high color example, uses two bytes per color for lots of colors. ~450 or so. It can also be used to do just the 130-140 colors or so possible, if you allow out of spec colors in your display, otherwise it's 89 colors.

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  • BaggersBaggers Posts: 3,019
    edited 2009-10-13 21:46
    18KB also includes ComboKeyboard, as it works on ( I think ) all prop boards with PS/2 keyboard ports + driver for display + driver for other cogs. [noparse]:)[/noparse]

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  • trodosstrodoss Posts: 577
    edited 2009-10-13 21:53
    Considering, 18K dosen't necessarily give 'scale,' since that is still more RAM some other microcontrollers have [noparse];)[/noparse]

    I found that out when I worked on Mythic Flight, and was suprised to find out I could "squeeze in" 8 levels + distinct level music and *still* have ~15KB free!

    Post Edited (trodoss) : 10/13/2009 10:00:02 PM GMT
  • Ahle2Ahle2 Posts: 1,179
    edited 2009-10-13 22:06
    Baggers said...
    How much memory did you're raycaster use?

    Hmm... good question.
    There was no textures at all, it was in 16 shades of grey and had no ceiling or floor.
    In other words very little data was used.

    The code itself couldn't take more than say 2kb in interpreted basic code.
    But it actually ran quite nice on my 68060 50Mhz Amiga 1200.. 10fps in 320x200 ?

    But then again 320x200 * 4bpl * double buffer = 64kb of video memory.... that's A LOT in propeller world.
  • BaggersBaggers Posts: 3,019
    edited 2009-10-14 07:36
    so Ahle2 even at 128x96 (12KB+(128x32) 2KB top+bottom) double buffered = 28KB adds up quick

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