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Posible standard kernel enhancement


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#1 grafixbmp OFFLINE  

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Posted Sat Mar 26, 2011 5:32 PM

Hello everyone, I've been playing a bit with bB and had an interesting idea. I've sent batari a question about it, but I wondered what other thought about this kind of kernal option if posible. Howabout the ability to verticaly refect your playfield from the standard kernel? It could draw all 11 rows half way down the screen then draw the data in reverse to make a mirrored image. This actualy appears to double the vertical resolution by reading from the same RAM. It could even have the option to do it without mirroring. This could be great for starfields, 3d corridors, and even moving cloud cover for flight simulators. Nonmirrored could be used for more detailed platformers having the top and bottom sections the same. This might work well since it reads from the same data without much if any overhead in RAM. Any thoughts?

#2 jbs30000 OFFLINE  

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Posted Sat Mar 26, 2011 5:45 PM

The screen is mirrored in the multisprite kernel though.

#3 grafixbmp OFFLINE  

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Posted Sat Mar 26, 2011 5:55 PM

View Postjbs30000, on Sat Mar 26, 2011 5:45 PM, said:

The screen is mirrored in the multisprite kernel though.
Yes. It is because it is done in the TIA hardware. I mean a vertical mirror not a horizontal one.
Where you would have:
PF pixel data:
line 0
line 1
line 2
line 3
~
line 10
line 11
line 11
line 10
line 9
line 8
~
line 1
line 0

or they could just do 0 through 11 twice.

This way
! A
V !
A !
! V

not this way
-><- <-->

Even spit screen gameplay could be possible this way if var 44 through 47 were used for extra ploted sprites.

If horizontal scrolling is still possible, howabout a simple horizontal rail shooter similar to vanguard or R Type?

Edited by grafixbmp, Sat Mar 26, 2011 6:26 PM.


#4 jbs30000 OFFLINE  

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Posted Sat Mar 26, 2011 6:56 PM

:dunce: Well, don't I feel like an idiot.

Anyway, I don't know if much work will be done on the standard kernel or if everybody who helps work on kernels will be focusing their effort on the bB 1.1 kernel.

Edited by jbs30000, Sat Mar 26, 2011 6:57 PM.


#5 grafixbmp OFFLINE  

grafixbmp

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Posted Sat Mar 26, 2011 7:34 PM

View Postjbs30000, on Sat Mar 26, 2011 6:56 PM, said:

:dunce: Well, don't I feel like an idiot.

Anyway, I don't know if much work will be done on the standard kernel or if everybody who helps work on kernels will be focusing their effort on the bB 1.1 kernel.

I guess you mean the focus is on DPC+ kernel now.

#6 jbs30000 OFFLINE  

jbs30000

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Posted Sat Mar 26, 2011 8:17 PM

Well, I think it is.

#7 Random Terrain ONLINE  

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Posted Sat Mar 26, 2011 8:18 PM

I'm too sleepy to visualize what you are talking about, but anything added to bB that can make it better sounds great to me. Speaking of improvements, I still can't wait until we can easily add text messages to our programs.

#8 grafixbmp OFFLINE  

grafixbmp

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Posted Sat Mar 26, 2011 9:24 PM

Here are a few simple examples of a 3d corridor, a cloud scape for a flight game and a star scape for some blocky outer space battles. There are many others examples especially those that aren't mirrored vertically. The beauty in it is the ability to scroll and draw consecutive animated playfields.

virtical mirror examples.PNG

As far as the cloud cover one, it kinda makes me think of a possible afterburner clone sans the tilting.

Edited by grafixbmp, Sat Mar 26, 2011 9:57 PM.





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