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Post by Malban on Dec 18, 2018 4:29:03 GMT -5
Are you playing the song via YM or via player? (Arkos Tracker 1 player is available in Vide -> which saves much space compared to YM) (I always wanted - but never finished - writing an Arkos Tracker 2 player...) Malban
PS VTK did 2 tutorials on that:
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Post by limitzer0 on Dec 24, 2018 3:08:13 GMT -5
I used the YMPanel from Tools > Utilities > YM Files. I guess I should be importing .bin files instead. Thanks.
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Post by limitzer0 on Jan 19, 2019 16:08:11 GMT -5
What is the best practice to make sure line lists connect properly?
Right now I'm visually lining them up in the emulator. It bothers me that the sum of the total line list is not zero when I do it this way. If it visually looks good in the emulator is it safe to say that it will look about the same on the majority of Vectrex systems?
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Post by gauze on Jan 26, 2019 15:07:51 GMT -5
Which emulator? current VIDE seems to drift more than my vectrex these days by default, there are a bunch o value you can change though. Also I usually draw on graph paper or carefully count where on X,Y axis each point is to keep track of closure.
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Post by Malban on Jan 27, 2019 3:47:12 GMT -5
The gist of the problem of not closed list is so called DRIFT (analog hardware...)
Drift is not a contant. a) it is different on each Vectrex b) it changes on a single Vectrex (otherwise vectors would not "shake")
The default values in Vide represent one of my own Vectrex "roughly", don't use them to align your vectors. Best way to circumvent: - do not make your lists too large (count of vectors) - draw the vectors as fast as you possibly can (this refers to scale and the draw function) Drift is always defined by time. If you draw 15 vectors in 2000 cycles the drift will be as bad/good as when you draw 40 vectors in 2000 cycles.
Also you can do some calibration (see blog entries of mine regarding VPatrol). (If you skim through the blog entries, you will probably find more about drift, e.g. the last PrintString blog...)
Routine based comparisson (as generated by Vide): (same scale: 9, 25 vectors drawn): - Draw_VL_mode: 3217 - draw_sync: 2889 (1 sync), comparisson is not really "fair" since this routine also includes an initial "moveTo"
- Mov_Draw_VLc_a: 2224 - Draw_VLc : 2140 - Draw_VLp: 1975 - draw_smart: 939
You can still go faster than "draw_smart" - but that will be hand optimizied drawing routines for one specific drawing.
Malban
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Post by limitzer0 on Jan 27, 2019 22:41:58 GMT -5
Thank you for the explanation. I thought maybe all Vectrex had a tendency to drift in about the same way. My two systems seem to be very close to Vide. Especially the one that has been recapped.
I have been dividing line lists and drawing them separately when they are larger than 12 or so. I still have issues with everything lining up perfectly but it seemed like it was visually improved. I realize this is a less efficient use of cycles. I've been visually connecting the line lists with Vide and my two Vectrex systems. I need to rethink this.
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Post by cNp on Jan 30, 2019 8:39:21 GMT -5
On a totally untechnical note, just make your coordinates meet up on paper (i.e. meet back up at the starting point), don't try to account for drift in the "sprite" coordinates. All Vectrexes will drift and draw slightly differently so allowing for it i none will make it much worse in another one.
I think generally people expect an amount of drift and just take it as part of the vector experience.
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Post by limitzer0 on Jan 30, 2019 20:15:06 GMT -5
On a totally untechnical note, just make your coordinates meet up on paper (i.e. meet back up at the starting point), don't try to account for drift in the "sprite" coordinates. I've been going through and doing just that. I've spent too much time overthinking this.
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Post by 50tbrd on Feb 2, 2019 13:13:57 GMT -5
Nice work so far.
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