SainT running Froggies and Transbeauce 2 !
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SainT running Froggies and Transbeauce 2 !
SainT v1.99 is released and have a great new feature !! It's the only emulator to have 6301 keyboard processor emulator, so it can run Froggies mainmenu and Transbeauce2 mainmenu !
Get more infos and download it on my webpage:
http://leonard.oxg.free.fr
Enjoy that new version !!
Get more infos and download it on my webpage:
http://leonard.oxg.free.fr
Enjoy that new version !!
Leonard/OXYGENE.
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- Atari nerd
- Posts: 45
- Joined: Sun Oct 10, 2004 3:10 pm
- Location: France
Re: SainT running Froggies and Transbeauce 2 !
Congratulation for this tremedous work! I am going to see the OVR's screen from Froggies right now!leonard wrote:SainT v1.99 is released and have a great new feature !! It's the only emulator to have 6301 keyboard processor emulator, so it can run Froggies mainmenu and Transbeauce2 mainmenu !
Get more infos and download it on my webpage:
http://leonard.oxg.free.fr
Enjoy that new version !!
BTW: the more I think about your record (268 sprites) the more I believe your are somehow cheating (the rendering is not accurate). The white square of the ball is not displayed properly or not at all sometimes. May be, we need a 11th rule (pixel accurate rendering with OR operations).
Probably some 'move's instead of 'or's at places you are not supposed to

Demon from CNC - still thinking about that record and how to beat it...
Demon from the Conceptors
Oh no !!Probably some 'move's instead of 'or's at places you are not supposed to

My data genrator is really complicated, I "really" draw the sprite using generated code on PC to be optimal ( I mean, I don't test a rectangular area to see if I can use MOVE, I only test data that will be draw, make PC generator a bit complicated).
As far as I know ( maybe a bug ???), my data generator is 100% honest and 100% pixel perfect.
Leonard/OXYGENE.
Re: SainT running Froggies and Transbeauce 2 !
Nice, i'm going to test this great new feature !leonard wrote:SainT v1.99 is released and have a great new feature !! It's the only emulator to have 6301 keyboard processor emulator, so it can run Froggies mainmenu and Transbeauce2 mainmenu !
Get more infos and download it on my webpage:
http://leonard.oxg.free.fr
Enjoy that new version !!

step 1: introduce bug, step 2: fix bug, step 3: goto step 1.
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- Atari nerd
- Posts: 45
- Joined: Sun Oct 10, 2004 3:10 pm
- Location: France
I never though one second that you were not honest or you were trying to cheat on purpose. I know you are not this kind of guy! Furthermore, after closely looking at your screen and the one from TCB, I must admit that I said something wrong and I apologize for thatleonard wrote:Oh no !!Probably some 'move's instead of 'or's at places you are not supposed toI promise my record is honest ( in the limit of what I know ). My data generator is supposed to be pixel perfect ( exactly as ALL sprites were displayed with OR). Can you do a screenshot under SainT where pixels seems to be corrupted ? I never heard about it.

I though that the white color was sometimes broken (you don't see this perfect white square all the time but rather dots or something like that) and I though that with only OR operations, you will always see the three colors perfectly no matter what. Clearly I am missing something but I don't know what yet. Coding demos was such a loooong time ago...
Anyway, once again - good job and sorry for my previous message. Did you receive my email regarding YmUserEngine.NET - BTW ?
Demon from the Conceptors
Thierry Kormann wrote :
My first try with 250 sprites/VBL was cheaty and waveform too bad, but I used masked sprites and the display looks like much pretty (but 68000 code consuming)
Thierry, you point out the fact that in 16x16 sprite record screen, sprite are not masked... that means no clearing area with "AND mask" before writing "OR sprite". The result is (and you are right in that way) not really beautiful..." I though that with only OR operations, you will always see the three colors perfectly no matter what. Clearly I am missing something but I don't know what yet...."
My first try with 250 sprites/VBL was cheaty and waveform too bad, but I used masked sprites and the display looks like much pretty (but 68000 code consuming)
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- Atari nerd
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- Joined: Sun Oct 10, 2004 3:10 pm
- Location: France
I know we are not supposed to mask the sprites but I still not understand why the white square is not always there. By combining the bits of bitplane1 and bitplane2, even if you put the white square on bitplane1 (in order to paint most of the sprite using one single bitplane - ie: the second one for the black and blue colors) - you should see it no? Do you see what I mean and may be see what I am missing?pht wrote: Thierry, you point out the fact that in 16x16 sprite record screen, sprite are not masked... that means no clearing area with "AND mask" before writing "OR sprite". The result is (and you are right in that way) not really beautiful...

Demon from the Conceptors
Yep the white square strangly disappairs when many sprites overlap, but that's normal !
In the original TCB sprite, the white square is in color 1 or 2 don't remember. Anywat it's bitplan 01 or 10 , so if there is a lots of overlap, you have a high probability to get color 11 (wich is not the white).
That's why the white square disappair, just because it's not the color 11. ( if TCB uses color 11 for white, almost all sprites will appair "white", which is not very nice.
In the original TCB sprite, the white square is in color 1 or 2 don't remember. Anywat it's bitplan 01 or 10 , so if there is a lots of overlap, you have a high probability to get color 11 (wich is not the white).
That's why the white square disappair, just because it's not the color 11. ( if TCB uses color 11 for white, almost all sprites will appair "white", which is not very nice.
Leonard/OXYGENE.
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- Atari nerd
- Posts: 45
- Joined: Sun Oct 10, 2004 3:10 pm
- Location: France
Ahhhh!!! thanks Leonard. I though about overlapping but not "many overlaps". What a dumb question, I apologize...leonard wrote:Yep the white square strangly disappairs when many sprites overlap. That's why the white square disappair, just because it's not the color 11. ( if TCB uses color 11 for white, almost all sprites will appair "white", which is not very nice.

Anyway, even if I haven't coded anything yet, I didn't have something better that Pht (draw the sprite in RAM order...). I just recently though about changing the palette everytime the background is black to clear the sprites on a single bitplane (ie: put the colors to black for bitplane3 and 4). I am not sure if that could make a difference and more importantly how the data strcture will look like...
Otherwise, because you said your algorithm is really 'painting' the sprites, I guess you are not only able to clear the minimum but also paint the minimum. ie: see whether or not a OR is required no matter the sprite. This is just my guess but if this is true, it's not a trivial algorithm for sure!
Demon from the Conceptors