code logs -> 2014 -> Thu, 26 Jun 2014< code.20140625.log - code.20140627.log >
--- Log opened Thu Jun 26 00:00:40 2014
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01:55
<~Vornicus>
My goodness, that is a lot of hex grid information.
01:55 * Vornicus bookmarks that sucker
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02:26
<&McMartin>
Hrm
02:26 * McMartin writes down his mental design doc for Coreflight.
02:27
<&McMartin>
https://hkn.eecs.berkeley.edu/~mcmartin/games/coreflight.txt
02:28
<&McMartin>
This is a "broad" design doc that's gotten some drilling-down done as I experiment with stuff.
02:28
<&Derakon>
What platform are you targeting, C64?
02:31
<&McMartin>
Yeah, this is based on C64 stuff
02:31
<&McMartin>
Otherwise scrolling the frame would not take longer than a VBLANK~
02:32
<&McMartin>
Also unlike the NES it has hardware collision detection, so the part where it does game things I'm hoping will actually be super-straightforward~
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02:32
<&McMartin>
But Vorn has lamented getting lost in spec work in the past so I figured I'd write down what my idea of a "brief" design doc was.
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02:41
<&McMartin>
Anyway, yeah, Coreflight is really mostly an excuse to try out some techniques I've never used.
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02:41
<&McMartin>
- full screen scrolling
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02:41
<&McMartin>
- hardware collision detection
02:41
<&McMartin>
- custom hooks for raster and timer interrupts independently
02:41
<&Derakon>
You should make everything in the game use palette rotation too~
02:41
<&McMartin>
- Generic sound effect engine
02:41
<&McMartin>
The palette doesn't lend itself well to that
02:42
<&McMartin>
That's an MCGA trick~
02:42
<&Derakon>
Ah, alas.
02:42
<&McMartin>
It's not 16 colors out of some larger number, it's just "here are your 16 colors".
02:42
<&McMartin>
The 8-bit Apples were similarly constrained
02:43
<&McMartin>
Full-screen scrolling requires me to deploy techniques I've not only never used but never even seen published examples of.
02:43
<&McMartin>
(Though it was clearly *being* used by games with full-screen scrolling~)
02:43
<&McMartin>
Of which there were not a Hell of a lot, so maybe it *was* some kind of Secret Technique
02:44
<&McMartin>
Generic sound effect engine I've had several failed attempts at, which is why it's on the "maybe try this last"
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02:57
<~Vornicus>
Bounder!
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02:57
<&McMartin>
Cad?
02:59
<~Vornicus>
https://www.youtube.com/watch?v=YmveFn1jGrk check *this* shit out.
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03:02
<&Derakon>
That looks familiar.
03:02
<~Vornicus>
I may have linked it before
03:02
<&Derakon>
I think it must be one of the innumerable games that my dad pirated and that I was absolutely terrible at.
03:02
<~Vornicus>
or that
03:05
<~Vornicus>
but even now looking at it I have no idea how the hell they managed it
03:13
<&McMartin>
Wow
03:13
<&McMartin>
Yeah, I only have a handful of theories.
03:14
<&McMartin>
Initial speculations: (a) They are *tiling* double-sized sprites across the screen to be the platforms
03:14
<&McMartin>
(b) they have somehow utterly mastered bitmapped mode
03:20
<~Vornicus>
My guess -- and this is a terrible, terrible guess -- is that each frame they're rolling bytes for the background patterns
03:22
<~Vornicus>
This lets them use vertical screen scrolling using characters.
03:26
<~Vornicus>
You only have four colors, as far as I can see, for both foreground and background. Then you have the black lines above the score box -- they black the colors and then have a few precious hblanks to rejigger the video so they can display the score box nicely.
03:28
<~Vornicus>
This doesn't explain how they manage the bonuses popup.
03:30
<~Vornicus>
...unless... ...the bonuses popup is synchronized to the ball counce, which actually appears to be synchronized to screen advancement.
03:40
<~Vornicus>
So they can always show the bonuses popup at the moment it'd be easiest to show... or perhaps just show it "near" the center
04:18 macdjord|out is now known as macdjord
04:39
<&McMartin>
Vorn: So, you can do a full pan of the screen up to one character
04:39
<&McMartin>
And then they could copy from a backbuffer to the front with bitmaps
04:40
<&McMartin>
Hmmm
04:40
<&McMartin>
I suppose I *could* just try to run it in an emulator and study the hardware registers
04:40
<&McMartin>
But that is not a task for tonight
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06:25
<&McMartin>
New theory for Bounder: they are smooth-scrolling the background with no change to the core background (every 8 rows it repeats so you don't need to update the background, just reset scroll values to 0, basically), and then they have 8 characters per "tile" for entering/leaving, and those are cunningly updated each frame.
06:48
<@Reiv>
what
06:53
<~Vornicus>
Reiv: we're looking at a game that does full-screen scrolling, with parallax, on a Commodore 64.
06:54
<@Reiv>
I saw that
06:54
<@Reiv>
I notice that the main screen has scrolling text SFX too
06:54
<@Reiv>
This I would suspect is Not A Coincidence
06:54
<@Reiv>
And it's pretty smooth; my wonder is whether they're playing highjinks with scanlines.
06:55
<~Vornicus>
Indeed. That's not that hard comparatively, though setting the scroll vlues with good timing is, as mcm has demonstrated, a little tricky
06:55
<&McMartin>
The issue is that parallax requires layering techniques that, for the most part, the C64 flatly did not have
06:57
<@Reiv>
I see
06:58
<@Reiv>
That's gonna make a heck of a blogpost once you reverse engineer it, isn't it~
07:00
<&McMartin>
I'm not sure I'm going to be able to, and I'm in no shape to try just yet.
07:01
<@Reiv>
Fair
07:01 RchrdB [RichardB@Nightstar-c6u.vd5.170.83.IP] has quit [[NS] Quit: Gone.]
07:01
<&McMartin>
The ball and the enemies are clearly sprites
07:01
<&McMartin>
The cards look like they're the size of sprites, but there are, I think, too mnay of them.
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07:07 * McMartin cheats, checks Internet forums.
07:07
<&McMartin>
Bounder is redefining the charset every frame, depending on the relative distance between the cards and the ground.
07:09
<@Reiv>
lolwut
07:10
<@Reiv>
I though the charset took Longer Than That.
07:12
<&McMartin>
Preload it, change the charset pointer each frame
07:13
<&McMartin>
Once preloaded it's fast enough you can even do it in BASIC.
07:23 Kindamoody[zZz] is now known as Kindamoody
07:26
<@Reiv>
Neat
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12:49 * TheWatcher stabs CSS in the head
12:50 * McMartin gets his smooth scrolling mostly working!
13:08
<@TheWatcher>
Why does this fucking div have space above it?! ARGH
13:08
<@Azash>
It wants room to ascend, in order to fuel its personal aspirations
13:11
< Syka>
TheWatcher: because it has a space
13:11
< Syka>
TheWatcher: remove all whitespace between tags
13:11
<@TheWatcher>
I did
13:12
< Syka>
hm
13:12
< Syka>
what does the developer tools box model thingy say?
13:12
< Syka>
if it says 0px padding/margin, plus the container, then something weird is going on
13:12
<@Azash>
ding ding ding..
13:13
<@TheWatcher>
Syka: guess what!
13:13
< Syka>
it's all 0px?
13:13
<@TheWatcher>
Yes.
13:13
< Syka>
hmm.
13:13
< Syka>
in FF and chrome?
13:13
<@TheWatcher>
Nah, just chrome right now, I'm going to deal with ff later
13:13
< Syka>
right
13:13
< Syka>
because if you have it in both, you have standards-compliant weirdness
13:13
<@TheWatcher>
but I've worked around it anyway
13:14
< Syka>
rather than a possible layout bug
13:14
<@TheWatcher>
Just gone for floaty trickery instead.
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13:48 * Azash eyes. Completed 302 Found in 1065556.6ms (ActiveRecord: 231701.2ms)
13:57
<@gnolam>
18 minutes. Impressive.
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15:00
<@Azash>
http://oracles.mpi-cbg.de/
15:02
<@TheWatcher>
... now they're just taking the piss.
15:02
<@Azash>
How dare you doubt the yeastacle?
15:05
<@gnolam>
:D
15:46 * Azash profiles the slow query
15:47
<@Azash>
%self total self wait child calls name
15:47
<@Azash>
2.84 80.321 80.321 0.000 0.000 104992424 Integer#to_i
15:47
<@Azash>
yyyyyyeeeaaaahhhhh.
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17:02 * gnolam discovers that Notepad++ can let you copy and paste with syntax highlighting.
17:02
<@gnolam>
Sweet.
17:03
<@gnolam>
That makes the whole "teach colleagues a new programming language over email" thing a lot easier.~
17:04
<&ToxicFrog>
...how does it preserve the hilighting?
17:07
<@gnolam>
I haven't checked the source, but I'm guessing it registers a Rich Text Format clipboard format.
17:08
<@TheWatcher>
hrm
17:08
<@gnolam>
(The default copy copies text only, but the built-in plugin "NppExport" lets you copy the highlighting as well)
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--- Log closed Fri Jun 27 00:00:56 2014
code logs -> 2014 -> Thu, 26 Jun 2014< code.20140625.log - code.20140627.log >

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