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Groups > comp.sys.apple2.programmer > #4028 > unrolled thread

double-lores mode7 graphics

Started byvince@pianoman.cluster.toy
First post2017-12-06 05:26 +0000
Last post2017-12-11 07:03 -0800
Articles 11 — 4 participants

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  double-lores mode7 graphics vince@pianoman.cluster.toy - 2017-12-06 05:26 +0000
    Re: double-lores mode7 graphics vince@pianoman.cluster.toy - 2017-12-06 06:17 +0000
      Re: double-lores mode7 graphics vince@pianoman.cluster.toy - 2017-12-06 22:59 +0000
    Re: double-lores mode7 graphics Tom Porter <laseractiveguy@gmail.com> - 2017-12-06 17:33 -0800
    Re: double-lores mode7 graphics Tom Porter <laseractiveguy@gmail.com> - 2017-12-06 17:40 -0800
      Re: double-lores mode7 graphics Antoine Vignau <antoine.vignau@laposte.net> - 2017-12-07 13:35 -0800
        Re: double-lores mode7 graphics vince@pianoman.cluster.toy - 2017-12-07 21:38 +0000
          Re: double-lores mode7 graphics vince@pianoman.cluster.toy - 2017-12-08 05:46 +0000
            Re: double-lores mode7 graphics Antoine Vignau <antoine.vignau@laposte.net> - 2017-12-08 07:08 -0800
              Re: double-lores mode7 graphics vince@pianoman.cluster.toy - 2017-12-10 02:37 +0000
    double-lores mode7 graphics craigslist530a@gmail.com - 2017-12-11 07:03 -0800

#4028 — double-lores mode7 graphics

Fromvince@pianoman.cluster.toy
Date2017-12-06 05:26 +0000
Subjectdouble-lores mode7 graphics
Message-ID<slrnp2evrt.krj.vince@pianoman.cluster.toy>
So due to popular request I thought I'd see what would be involved in
getting the mode7 demo to run in double-lores mode.

As a quick hack I enabled double-lores and just changed the page1/page2
code to always write to $400 which should generate a sort of vertical
interlace effect if moving, but identical to the regular-lores 40x40
mode when still.

Instead, the colors are really weird.  Is that to be expected?  Am I
somehow setting the soft-switches wrong?  Or is this just some sort
of NTSC artifact when doing 80 columns?

Some screenshots and the disk image can be found here:
	http://www.deater.net/weave/vmwprod/dlowres_mode7/


Vince

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#4029

Fromvince@pianoman.cluster.toy
Date2017-12-06 06:17 +0000
Message-ID<slrnp2f2s1.p85.vince@pianoman.cluster.toy>
In reply to#4028
On 2017-12-06, vince@pianoman.cluster.toy <vince@pianoman.cluster.toy> wrote:
> Instead, the colors are really weird.  Is that to be expected?  Am I
> somehow setting the soft-switches wrong?  Or is this just some sort
> of NTSC artifact when doing 80 columns?

I figured it out, for the AUX page I need to shift (well, rotate) the color
right in order to get the line pattern to match properly to generate the
right color.  I guess the fastest way to do that is a lookup table?

Vince

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#4030

Fromvince@pianoman.cluster.toy
Date2017-12-06 22:59 +0000
Message-ID<slrnp2gtjb.csn.vince@pianoman.cluster.toy>
In reply to#4029
OK, got a workable version of the mode7 demo going in 80x40 mode.  It
is a bit slow (maybe 2fps or so) but it works and doesn't look too bad.

	http://www.deater.net/weave/vmwprod/dlowres_mode7/

I think for my game though I'll stick to 40x40 mode.

Vince

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#4031

FromTom Porter <laseractiveguy@gmail.com>
Date2017-12-06 17:33 -0800
Message-ID<91aba9e1-7a71-420a-a048-32c3975957d0@googlegroups.com>
In reply to#4028
You got it going... shocked face... cool man.  I just finished my own double lores v2 library today...  its been in development for a year now... it doesn't draw to 2 pages, but its a swiss army knife of sprite capabilities, screen scrolls, code to deal with all aux lang memory locations, screen flips, drawing, color swaps and can backup 22 double lores screens (could be used for time-rewind)... the only thing I couldn't get working 100% is flip left to right, it works but reverses the colors.  Hypersprite is 15times faster than the Lores counterpart that was in Dogfighter2...

Im going to download your demo... its going to be great!

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#4032

FromTom Porter <laseractiveguy@gmail.com>
Date2017-12-06 17:40 -0800
Message-ID<5a38d4d5-9e45-4807-be1e-f89b9dca2818@googlegroups.com>
In reply to#4028
Just check it out... Frame rate is not fast... but i'd use it instead of 40x40... that is just me!

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#4033

FromAntoine Vignau <antoine.vignau@laposte.net>
Date2017-12-07 13:35 -0800
Message-ID<f94cc7cc-850d-408f-a3a6-3930f83c75e4@googlegroups.com>
In reply to#4032
That is cool!

As the 80-col mode does not display twice data (the plane is the same on 40-col and 80-col), I'd go on with the 40-col mode. OK, things are thinner but the displayed view is the same. I thought you would have displayed more data but that is not the case here.

Antoine

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#4034

Fromvince@pianoman.cluster.toy
Date2017-12-07 21:38 +0000
Message-ID<slrnp2jd6s.t45.vince@pianoman.cluster.toy>
In reply to#4033
On 2017-12-07, Antoine Vignau <antoine.vignau@laposte.net> wrote:
> That is cool!
>
> As the 80-col mode does not display twice data (the plane is the same 
> on 40-col and 80-col), I'd go on with the 40-col mode. OK, things are 
> thinner but the displayed view is the same. I thought you would have 
> displayed more data but that is not the case here.

look closely, it is displaying twice the data.  It's especially noticable
on the diagonals.

Also the sprites have some extra pixels too although I mostly did minor
improvements rather than re-drawing them from scratch.

Vince

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#4035

Fromvince@pianoman.cluster.toy
Date2017-12-08 05:46 +0000
Message-ID<slrnp2k9ov.5i4.vince@pianoman.cluster.toy>
In reply to#4034
On 2017-12-07, vince@pianoman.cluster.toy <vince@pianoman.cluster.toy> wrote:
>
> look closely, it is displaying twice the data.  It's especially noticable
> on the diagonals.

although maybe you meant that the gridsize was the same so it looks more
or less the same as the 40x40 version.

That's true.  I could make the tilesize smaller, but I also can do that
with the 40x40 mode as well.  It will just slow down the frame rate.
I'm not sure if doing that is a quick change of a constant or if I'd
have to recalculate all of the lookup tables.

Vince

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#4036

FromAntoine Vignau <antoine.vignau@laposte.net>
Date2017-12-08 07:08 -0800
Message-ID<5f7b796b-541e-4c95-9cfa-82cfc6f68e2e@googlegroups.com>
In reply to#4035
Yes, I meant the gridsize, sorry.
I saw that items on the screen are thinner or enhanced but I really meant the gridsize. I thought I would see teice landscape data on the screen.

The 80 version looks prettier, that is for sure, but the gridsize :-)

Antoine

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#4037

Fromvince@pianoman.cluster.toy
Date2017-12-10 02:37 +0000
Message-ID<slrnp2p7g1.3ne.vince@pianoman.cluster.toy>
In reply to#4036
On 2017-12-08, Antoine Vignau <antoine.vignau@laposte.net> wrote:
> Yes, I meant the gridsize, sorry. I saw that items on the screen are 
> thinner or enhanced but I really meant the gridsize. I thought I would 
> see teice landscape data on the screen.
>
> The 80 version looks prettier, that is for sure, but the gridsize :-)

Don't tempt me to mess with the gridsize or I'll waste time on that too ;)
The whole flying part was just a cool little demo tacked to the start
of the actual game, I didn't mean to spend so much time on it.

I chose the gridsize I did because this game is roughly based on a 
half-completed OpenGL game I wrote 15 years ago 
	http://www.deater.net/weave/vmwprod/gp1/
and the gridsize matched up roughly with the way that game looked.

Vince

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#4038

Fromcraigslist530a@gmail.com
Date2017-12-11 07:03 -0800
Message-ID<bbade11c-d978-4a65-9be0-0d564213aa04@googlegroups.com>
In reply to#4028
You could mix that in with 

 http://rich12345.tripod.com/loresthreed/index.html

David Schmenk's HBCC 3d engine


To make a really cool 3d game.  

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