Re: A86: Re: Re: Re: BG v1.0 grayscale converter is out !


[Prev][Next][Index][Thread]

Re: A86: Re: Re: Re: BG v1.0 grayscale converter is out !




>>When you get the free time? Heheh, you say that like it is easy. Are you
>>really that good? The two true 3d games I know of
>>is Daedalus (Andreas Ess) and Labby (Jimmy Mardell). I dont even know if
>>labby is truely 3d like Daedulus, but these guys are the best (top 5) Z80
>>programmers around.. Are you taking a 3D algorithmic class in college
right
>>now?
>
>Labby is just fake 3d which is obvious when playing it. All lines
>are (of course) precalculated. The actual 3d engine (without enemies)
>took only about 700 bytes (that was Labby 1.0) which also was my
>first ZShell game ever.
>
>I believe it's very hard to make Daedalus faster; it might be possible
>on the 86 using a BIG part of the memory (like 64k...) for multiplication
>lookup tables.


You could use a pre-calculated Lookup table for the PutPixel routine for any
memory address, suitable for grayscale.
You could use an ultra fast IM 2 interrupt handler for grayscale (see
gray.asm attached by Dux earlier). Thats your
interrupt handler we derived that from Jimmy, remember (the Down-Left bug
fix message a few months back)

We can access massive memory with an idea I thought of earlier ---- (Heheh!)

Reserve a 64K string, determine the start of the variable data, load $4000
into that RAM page and $8000 into the next RAM page, INC page on $4000 and
INC page on $8000 whenever $8000 is reached, reset counter back to $4000 and
begin
reading memory again. Understand what I am talking about? Linear memory
access of multiple pages without use of
Absolute addresses. I havent got a working program yet, but hell, summer is
here! Cool stuff shall be coming from me
fairly soon!


Later
    Matt




Follow-Ups: