ST-NICCC Competition

category: code [glöplog]
Ha, thanks Alien. :)
added on the 2019-04-21 11:50:36 by Molive Molive
Great stuff guys! Enjoyed it watching live here... :)
Running at 30 fps on average. Blast Processing ;)

(But to be honest, it's been a hell lot of work to get the renderer run that fast. It's not the renderer from OD2 / Red Eyes, I wrote it from scratch for this compo to test new technologies)
added on the 2019-04-21 14:05:00 by Kabuto Kabuto
Atari STf "port" aka (faster) rewrite: http://www.pouet.net/prod.php?which=81064
added on the 2019-04-22 00:06:39 by tin tin
@Trixter....Just do it!

Too many hurdles and not enough free time. Writing the polyfiller is something I've always wanted to do and would be the fun/easy part, but other stuff (640K data file that must be parsed natively on a system that doesn't match endian-ness, lack of color, lack of raw fill/memory speed) would just result in something slightly underwhelming.

286+VGA seems like a valid target though (mode-x for fillrate wins), but there's someone in the thread already working on that.
added on the 2019-04-22 17:26:06 by trixter trixter
Edit: Endian-ness not actually a problem now that I look at the data file.

Hm... of course as soon as you think about these things, solutions start to form. I'll think about it some more.
added on the 2019-04-22 17:35:49 by trixter trixter
Use this as a starting point to decode the bin file:

I'm updating the SVG version to use scene1.bin directly.
@sebdel judging from the screenshot it looks like you got the palette wrong. E.g. the front face of the letters is supposed to be yellow.
added on the 2019-04-23 18:59:13 by Kabuto Kabuto
Fuuuu... I'll look into it tomorrow.
added on the 2019-04-23 19:17:57 by sebdel sebdel
Seems no one tried the less powerful platforms (c64, etc.)?
added on the 2019-04-23 19:28:30 by friol friol
friol: probably because of memory requirements..
added on the 2019-04-23 19:41:52 by havoc havoc
@Kabuto Thanks, it's fixed. God I hate the bit shift operators in C.
added on the 2019-04-23 22:54:02 by sebdel sebdel
re: low end platforms

data is 640kb... so that's why I did it on Atari 800 but on a 1mb bank switched cart and used the gfx board VBXE for chunky mode and blitter for scanedge....

640k data, wondering if with little more compression or other means it could fit on the 512k Sam Coupe memory.
added on the 2019-04-24 11:17:19 by Optimus Optimus
512k - 24k vram - few more maybe.
added on the 2019-04-24 11:18:14 by Optimus Optimus
@Optimus compression is well possible, I ended up compressing the entire vector data down to roughly 340 KB (before I inflated it again with metadata). I'll explain how that works in a document soon... and maybe some example code too.

Maybe I'll do a C64+REU version next. But it's a very big maybe, don't hesitate to try making your own.
added on the 2019-04-24 12:14:34 by Kabuto Kabuto
Hello, here's my version of ST-NICCC 2000 for MegaDrive:
It's fullscreen 25Fps (even in 60Hz, which is recommended) and with PCM sound.
I made the video and audio codecs a while ago, but seeing Titan's version, I thought I could do better, and made this in the last days. :)
added on the 2019-04-24 23:08:05 by gligli gligli
@gligli our version is about 10 seconds faster :P

but damn fucking nice job man props <3
added on the 2019-04-25 00:41:50 by oerg866 oerg866
Hehe thanks but I intentionally synced it to 25fps to make it look steadier.
Also this way it looks like music transitions sync on the video a bit...
added on the 2019-04-25 08:17:54 by gligli gligli
Great job getting smooth 25 fps even in difficult scenes!

I assume that you use some sort of tile streaming - given that you've inflated the video data from 640 KB to 3 MB - but I'd still like to see a write-up about how you did that ;)
added on the 2019-04-25 09:46:56 by Kabuto Kabuto
updated SVG version to use scene1.bin file eliminating the need to load a 4MB parsed file. It loads much faster now.


might give others idea on how to implement the loader
My Atari 8-bit with UNO Cart version.

Uses the Atari's 160 pixel wide mode in 4 colours and 200 pixels high, hence the dithering.
I still need to add a Pokey track and see if there's scope to up the frame rate.
But happy with how it turned out. Thanks to Axis for C sources.

BB Image
TI-89 version: http://www.pouet.net/prod.php?which=81167
Sorry for the colors.
added on the 2019-04-30 06:11:17 by rwill rwill