I think this is right on ZX Spectrum. I don’t know much about C64, but it has 
some graphics accelerator at least for sprites, which in turn let us use 
simpler and faster algorithms for background scrolling, doesn’t it?

Also, I found this in related videos: 
http://www.youtube.com/watch?v=kdzfOXkZrY0&feature=related
Isn’t it the music from Sam Tetris?  David Gommeren or who is the autor of Sam 
remake?
This SID has so different sound than our simple triangular waves on SAA1099. 
But I always liked Frantisek Fuka’s remakes of SID music even without these 
SID-like sound effects. Frantisek added more channels to play more notes at 
once instead of just copying the original tune.

Aley

From: Balor Price 
Sent: Saturday, April 21, 2012 8:20 PM
To: [email protected] 
Subject: Re: Musics

I'm currently using the delta-update (only printing the changes) in XOR to get 
192*192 pixel scrolling.  It doesn't go at 50 frames per second, but looking at 
the C64 version of Sanxion, that's obviously not running at 50fps either:

http://www.youtube.com/watch?v=WDg1GX37bkU&feature=related

For example, at about 1m35 the bonus level bullets are obviously skipping out 
lots of frames to get a good speed.  The mountain level before that, looks like 
the scrolls are going 16 pixels per update, which looks like 25fps at most.

But I think most people forget that full screen scrolling never went at 50fps 
on 8 bit machines.  Even the ST struggled, and the Amiga only managed it 
because it had the blitter.  If you want to convert it, just go with whatever 
you can get away with!

Howard




On 21/04/2012 18:59, Adrian Brown wrote: 
  Yer, with limited tiles its not soo bad. The current thing im working on uses 
a change check for updates but that’s not for scrolling.  Im just not sure any 
method would work for a mode 4 screen, its just too much data. 

   

  Adrian

   

  From: [email protected] [mailto:[email protected]] On 
Behalf Of Thomas Harte
  Sent: 21 April 2012 18:31
  To: [email protected]
  Subject: Re: Musics

   

  The best idea I've come up with is to use a very limited number of tiles and 
scroll like one of those infinite ball demos.

   

  So, you have 8x8 tiles and 8 screen buffers. You scroll only either 1 or zero 
pixels at a time, only ever in one direction. Assuming it's a right to left 
scroll, for each movement you switch from one buffer to the next. Then run 
through each on-screen tile and paint only if that tile is not the same as the 
tile one position to its left.

   

  With a small number of possible tiles and a normal sort of platform game 
layout (ie, lots of horizontal platforms) you shouldn't have to draw all that 
much. Level two of Super Mario Brothers would probably be an ideal usage case.

   

  I guess that the next thing would be to store your tile map as the computed 
list of tile changes to draw per tile column, and to consider whether compiling 
your tiles so that you map from the combination of old tile and new to the code 
and draw only the changes gives a meaningful boost for the memory cost.

   

  I'm not sure whether anybody else has done this sort of thing, but I really 
mean to give it a go sometime soon.


  On Saturday, 21 April 2012, Adrian Brown wrote:

  That’s top, im a child of the electronic sound – don’t think my wife is too 
impressed with it blasting out of the office though ;)  Im working on some 
other sam bits at the moment (when time allows)  For programmery people, 
scrolling on sam is what let it down imho.  Thinking of something like sanxion, 
who has some ideas on how to move that much data.  Im guessing it would have to 
be mode 2 to really be able to get a decent speed scroller.  Ive tried various 
things for a decent speed scroll mode 4, but it just doesn’t seem possible if 
you want a lot of graphics on screen, even with compiled block data.

   

  Adrian

   

  From: javascript:_e(%7b%7d,%20'cvml',%20'[email protected]'); 
[mailto:javascript:_e(%7b%7d,%20'cvml',%20'[email protected]');] On 
Behalf Of David Sanders
  Sent: 20 April 2012 11:16
  To: javascript:_e(%7b%7d,%20'cvml',%20'[email protected]');
  Subject: Musics

   

  Hello List,

   

  If anyone fancies a listen to the most fiendishly complicated piece of Sam 
music I've written, here it is:

   

  http://dsanders.co.uk/sanxion.dsk

   

  It's kind of a conversion of Rub Hubbard's Sanxion loader, but done from 
memory so probably quite different. I believe the effect at around 2:00 has 
never been done before on the Coupé! A first time for everything even on the 
Sam eh? So, why did I spend my morning writing this? Your guess is as good as 
mine, but I reckon someone now ought to make the effort to convert the actual 
game. Ahem.

   

  Cheers

   

   

  David

   



-----------------------------------------
Mgr. Aleš Keprt, Ph.D.
private: [email protected], www.keprt.cz
office: Moravian College / Moravská vysoká škola Olomouc, [email protected]

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