Oh that's cool, I never put 2 and 2 together that this could be used to make a bumpy road effect when applied to a 2D scaler racer.
Posts by Space… bruce!
The ships navigator in my upcoming sci-fi epic is a plucky 20 something mars girl named Mirabelle Lucifer, shortened to Lucy by her friends. She has little bearing on the plot.
Yeah. Polygons are definitely possible, but if they're going to be screen sized huge they take a lot of memory and several frames of transfer time. Those little rotating sprites are fine as it's like pulling a sprite from ROM as far as speed goes.
This video covers it well;
youtu.be/011UDCmNUnU?...
My understanding is that it didn't use polygons for any of it's big boss or interesting shape effects, the SuperFX are general purpose CPUs and were used to generate HDMA lists.
The SNES is better suited to this trickery than the Sega, a variation of this is used to generate a typical mode 7 floor.
A few timeouts aside I'm experiencing the opposite, timeline is kinda fine, notifications are dead or showing stuff from 6 weeks ago
I can see theres some motion on this post already despite bsky pooping itself, if you have any questions feel free to ask and I'll get back to you when my notifications panel starts working.
the DOWNSIDE is that it eats CPU like nobodies business and if the interrupt is turned off, the bare pattern table will appear, so you gotta get creative with background details or priorities to hide it.
Maybe that debug register that turns off layers can help, not sure.
To add shading, stack triangles and select between them, 128px high each gives you 2 shades.
Or with partial triangles, only using the fat bottom part, you can only select large lines, but have tons of shading steps. I'm sure there are plenty of good pattern or texture ideas i'm missing.
The basics is putting a triangle (other shapes are possible!) on the tilemap, just like any normal background pattern, and as the screen beam travels, hijack the scroll using horizontal interrupts.
basically just;
hint() { scroll_ver(DESIRED_LINE_WIDTH[y] - line); ++line; }
vint() { line = 0; }
Quick megadrive graphics test, drawing weird shapes using a distorted tilemap. (Yes, like Yoshi's island).
details in followup post.
wen were you when bluesky was kill
i've got a mile long list of issues with it, but the baked in driver platforming and INSANE ABI shifting nonsense are the two that most get my goat.
Made a scroller demo for the Sega MasterSystem / MK3, using devkitsms. Has a fixed HUD bar using an interrupt.
Supports maps of any width, with a maximum of 192px/24 tiles high, so you've got a bit of wiggle.
I'll opensource it ... soon.
ah looks like a good idea but the guy himself is an AI nutter, just remembered why I never followed him there, it's got some generated titlescreen art too...
Did you know shadows on the moon are almost pitch black as there's no atmosphere to backscatter the light?
costume notes gleaned from the poster;
- sweater doesn't have a low neck, sleeves are very slightly longer.
- smartphone instead of pendant?
- small boots (like umi-momo but all yellow)
doodled the moon dweller (tsukimomo)
Time for some more deep dives into The Sentinel, Geoff Crammond's epic #BBCMicro game!
Batch #6 is now ready: 3 new articles about screen buffers, panning, scrolling and dithering
thesentinel.bbcelite.com/deep_dives
Batch #7 (drawing the landscape) coming soon
Enjoy!
#retrocomputing #c64 #8bit
long time reader, first time caller here, I've been checking up on these since you first put Elite up, they're an incredible resource, thank you so much for your hard work!
good padding can save your life
Title screen in space with a round ball weapon type object at the centre.
Gameplay of the player ship flying above an enemy station in space.
Gameplay of the player ship flying above an icy landscape.
Gameplay of the player ship flying above a large asteroid surface attacking 3 enemy silos.
Razing Core is a shoot 'em up in development for SEGA Master System/Mark III.
I plan to release it this year on itch digitally with a physical version to follow.
#homebrew
Imagine what we lost by not having that version filmed
accidentally made something really pretty because of a screwup :D
OK, 2D map loading is fully done, now to figure out the height data.
that's integral to the plot and aesthetic of many 1960's movies, so I don't think it can be moved now
DF and Nvidia are enemies of humanity.
Sprite order is what determines who's in front of what, regardless of priority.
All one needs to do is ensure the high priority sprite is bellow the low priority sprite while in front of a high priority tile layer.
Footage from "I made you a Salad" (SHC 2019)
pulling track layouts outta the original stunt car game. kinda getting there?
Haven't quite nailed the raster timing so it's a bit jumpy and the border is a mess, but this is getting there.
I've got a proper 3D track renderer in the planning stages, I'll work on that next.
working in software fields nowadays is absolute misery as everyone seems to have fallen into it