pouët.net

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
Quote:
@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
@Trixter:
Use this as a starting point to decode the bin file:
https://github.com/pulkomandy/beniccc/blob/master/main.cpp

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....

https://www.youtube.com/watch?v=rVa0ZEdwqoY
@friol:
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:
http://www.pouet.net/prod.php?which=81136
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.

http://luis.net/projects/svg/st-niccc/js/svg.js

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

login