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2023. december 9.,  14-19 óráig
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81
Other topics / Re: Graphical experiments
« Last post by geco on 2023.November.24. 23:36:35 »
Here is the Tenebra with background picture, looks cool (it does not flash for me on emulator, probably buffering settings)
I do not know if we change the LPT setting to set into the 1st interlace part even lines to background, odd lines to game, and 2nd part odd lines to background, and even lines to game then it will make positive effect on screen flashing or not.
82
Other topics / Re: Graphical experiments
« Last post by geco on 2023.November.24. 23:33:06 »
But in the Sword of Ianna menu the water effects are shifting pixel by pixel (I understand that the 16 color mode has wider pixels)
Yes, and i use 2 pictures to be able to create water effect, if a line is moved by 1 pixel then that LPB points to the appropriate row of shifted picture, and if not, then LPB points to the appropriate row of non shofted picture.
83
Hardver / Re:Rozsdás alaplap
« Last post by ergoGnomik on 2023.November.24. 21:42:16 »
Hát ezzel kegyetlenül elbántak a környezeti viszonyok. :cry:
84
Other topics / Re: Graphical experiments
« Last post by SlashNet on 2023.November.24. 21:23:06 »
Aspect ratio does not change?
I don't see it.

There is other problem, for pixel scroll, we need to keep everything 4 times in the memory.

But in the Sword of Ianna menu the water effects are shifting pixel by pixel (I understand that the 16 color mode has wider pixels)
85
Hardver / Rozsdás alaplap
« Last post by Zozosoft on 2023.November.24. 21:22:26 »
86
Other topics / Re: Graphical experiments
« Last post by geco on 2023.November.24. 21:09:35 »
Yes, it changes as the player moves up/down. But, as for me, it’s not entirely difficult (but also, of course, not that simple). :)

The roofs is always visible, the road is always "hide" behind the roof, and the visible width(height) of the building walls simply varies the number of lines displayed (like wall textures in Wolf3D).
Aspect ration does not change?
There is other problem, for pixel scroll, we need to keep everything 4 times in the memory.

You mean source image before processing in epimgconv.exe?

The conversion options seem to be the same as in the screenshot.
I meant the EP binary, but i will create it :)
Thx
87
Other topics / Re: Graphical experiments
« Last post by SlashNet on 2023.November.24. 20:15:45 »
The problem is not the parallax, by that we could solve the deepness, the problem i think, but it can happen i am wrong, when the player moves up/down, the screen changes also, probably i am wrong, and we could solve it also.
No, you are right.

Yes, it changes as the player moves up/down. But, as for me, it’s not entirely difficult (but also, of course, not that simple). :)

The roofs is always visible, the road is always "hide" behind the roof, and the visible width(height) of the building walls simply varies the number of lines displayed (like wall textures in Wolf3D).


Could you please upload your interlace picture, i would play a bit, check how it works.

You mean source image before processing in epimgconv.exe?

The conversion options seem to be the same as in the screenshot.
88
Other topics / Re: Graphical experiments
« Last post by geco on 2023.November.24. 19:57:08 »
Maybe it's implemented differently, but the "parallax effect" is used in these demos.
The problem is not the parallax, by that we could solve the deepness, the problem i think, but it can happen i am wrong, when the player moves up/down, the screen changes also, probably i am wrong, and we could solve it also.

We can create the next animation using only the LPT modification, right?
Or am I wrong?
No, you are right.

Could you please upload your interlace picture, i would play a bit, check how it works.
89
Hall of Fame / Re: Zzzip Integer Compiler
« Last post by geco on 2023.November.24. 19:37:27 »
It works, but... After loading basic will appear, you have to type CALL USR(5932,0) and the program starts, after stoppig it, it will restart to F1 or run also
90
Other topics / Re: Graphical experiments
« Last post by SlashNet on 2023.November.24. 19:31:13 »
Maybe it's implemented differently, but the "parallax effect" is used in these demos.

https://youtu.be/2fVjSLmclg4?t=70
https://youtu.be/kASIeFyY4X8?t=153


We can create the next animation using only the LPT modification, right?
https://youtu.be/CbKQ-OTcUvg

Or am I wrong?
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