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Post by gauze on Jan 18, 2015 11:55:19 GMT -5
how many cycles does this demo take? any ideas? That's very interesting stuff to me
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Post by jfmateos on Jan 18, 2015 12:45:06 GMT -5
Thank you very much kokovec... i am not sure about how to count the cycles, but in the lst file generated by as09 there is a number in bracket before each instruction... i think it is the number of cycles... according to this, each circle would take about 500 cycles... I am now working in bigger circles.
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Post by jfmateos on Jan 19, 2015 15:56:14 GMT -5
Please, could you try the attached bin with your vectrex? 40 pseudo-circles in less than 30.000 cycles. It needs a bit of fine-tuning but I think we are getting nearer. Attachments:pang7.bin (1.57 KB)
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Post by kokovec on Jan 19, 2015 18:31:03 GMT -5
Here you go Attachments:
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Post by cNp on Jan 20, 2015 7:39:36 GMT -5
Coooool, will try to check this out on my 3 machines this week and post pics...
cNp
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Post by jfmateos on Jan 20, 2015 8:39:26 GMT -5
I have tweaked the circle drawing routines a bit and this is the result (please, help me testing the bin attached and sending photos of your screen). And these are my notes: Although I am pretty satisfied, implementing these routines in a real game would probably require some kind of callibration option. Attachments:pang8.bin (1.85 KB)
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Post by cNp on Jan 25, 2015 6:30:25 GMT -5
Hi, I tried the latest rom on 3 European Vectrexes... fairly consistent results and I often see differences across these machine up to one actiually not drawing anything if I'm pushing it hard! imgbox always seems to flip my images, so these are upside down! cNp
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Post by jfmateos on Jan 25, 2015 8:45:48 GMT -5
Thank you very much cnp... it is in fact very consistent. I will start to move these circles to find out how do the behave under motion.
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Post by andygarton on Jan 26, 2015 7:14:05 GMT -5
My machine displays it like this: ... so the bottom row could make for a good fishing game!
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Post by jfmateos on Jan 26, 2015 7:30:56 GMT -5
Thank you very much andy...
Would you mind to test my previous pang7.bin (http://vectorgaming.proboards.com/post/17603/thread)
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Post by andygarton on Jan 26, 2015 7:41:59 GMT -5
Here you go:
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Post by jfmateos on Jan 26, 2015 7:58:17 GMT -5
Thank you very much andy...
All your help is very appreciated.
I had already observed that integration with y<0 (downward) was stronger than with y>0 (upward)...
But your images also show that integration with Y>0 is sensitive to the abs of y; integration with smaller y values is weaker than with bigger y values... (compared to the integration with y<0 that seems to be very consistent)
This could explain that the big circles are almost good, but the small ones are "fishy".
I will try to develop an example with callibration options.
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Post by christophertumber on Jan 26, 2015 8:02:50 GMT -5
Two of mine:
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Post by gtoal on Oct 4, 2019 11:07:46 GMT -5
Is this technique modifiable to produce sheared circles, ie ellipses? I'ld like to try it in the 3d naughts and crosses game I'm working on. Doesn't even have to join up perfectly as the display can represent X's and O's as handwritten on paper... but since it's a sort of isometric view of the board, a slant to the right would look better than a proper circle... Update, some hours later...: I disassembled pang8.bin and extracted the code that drew the smallest size of circle, and made it into a stand-alone procedure to draw one of those circles at a given x,y coordinate. I then wrote a really nasty hack to extract the procedure from the binary and convert it into an array that I embedded in my C program so I could call it like kiddy-hacker shell code :-) (it seemed easier that working out how to embed so much asm in the C source!) I was quite surprised when it worked. Binary is at gtoal.com/vectrex/xandoz/Xandoz.bin (Beta 0.4) with source at gtoal.com/vectrex/xandoz/xandoz.c.html if you're interested. (It started off relatively clean but has been getting messier as I've tried various new tweaks. I'll tidy it up before the final release) Anyway you can see from the work in progress why ellipses would be more appropriate than circles for this game. G
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Post by limitzer0 on Oct 5, 2019 2:28:46 GMT -5
Is there an ASM example of this somewhere?
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