Showing posts with label SCPU. Show all posts
Showing posts with label SCPU. Show all posts

Thursday, July 17, 2008

Super CPU ideas....

Theres been several comments on the last post so let me go through them here...

First parallax scrollers. Games that have done these in the past have been limited to character blocks to do it's parallax effects and these have worked pretty well for the most part, but perhaps if you actually MASKED a full bitmap onto another you could produce something pretty special looking. Of course doing this would negate the use of the full attibutes as you would get colour clash... still dual playfields is always nice. You COULD stick to doing character based parallax and do a full bitmap scroller which would look pretty good, but not THAT much different from a stock C64 game using characters i suspect. This is what MetalDust does (I think) and its...okay... but we've come to expect games doing that kind of parallax.

Sprites. Now its true that anything I do I'll immediately load it up with as many software sprites as I can, and that I expect the screen to be crawling with baddies+effects. C64 games do this usually with lots of cheats, but if you can draw large sprites, you can push the boat out a little. However these will obviously suffer from colour clash again, which is never good. I suspect that if I arrange the bitmap better (straight rows rather than the funny character mode way) I can seriously increase the number of sprites I can actually draw. I'd then convert the screen on the fly as its copied down the VIC memory. Since the SuperCPU has a 1 byte write cache that gives me 20 cycles to get the next byte, and thats more than enough to convert the straight row format into the silly Commodore one. Of course on top of that, I now have 16bit registers allowing me to load and mask things on better, and upto 4Mb RAM (although mine has 16Mb, I think 4Mb is a good limit - anyone have less?) allowing me to pre-rotate everything at the start.

Now its also been suggested that you could do a full PROPER Lemmings game, and this is also true. You wouldn't be able to get the lemmings as the blue/white/green we all now and love, but a full white would be possible. In fact the best way (and to avoid colour clash) would be to use the full bitmap mode for the backgrounds and multiplex Hires-expanded sprites (on X at least) for the lemmings. That would have MCM resolution but it hires. Thats doable and gives a full dual playfield for drawing sprites + explsions easily. Not only that but because the SuperCPU can quickly multiplex sprites, you're only going to lose a few scanlines making this new playfield. On top of that... It only takes 7 sprites to do the playfield, leaving 1 hardware sprite for the cursor! Using the Commodore mouse you could finally replicate the proper lemmings game on the C64 - complete with the full 100 lemmings!

Lastly.... I suspect this will become a pet project and would be the ULTIMATE game for a SuperCPU, as theres no WAY a stock machine could even hope to do it.... GTA. Yup, I've been giving it some thought, and I think I could replicate the graphics engine I did on GTA1 on the SuperCPU. Im not sure I'd zoom in and out in the same way, but I think I can certainly do the perspective buildings... They may or may not be textured though... that Might be asking too much, but you would certainly get the effect GTA had of zooming around a 3D city... now that WOULD be cool....

Tuesday, July 15, 2008

Having a play.....

Okay, so I'm not doing my mini-game thing, I've been playing with my Super CPU instead. One question thats always got me thinking is what can you do with a superCPU that you can't do with a stock C64 (3D aside...).

Well, heres one: full screen overscan bitmap scrolling. Not using expanded sprites or anything, but using the full bitmap screen AND sprites in the side border. Now... I thought you might actually manage to do that with delayed DMA etc. but drawing into a full screen height would be virtually impossible surely, particually since you have to scroll through 4 sprites.

Well... okay... you COULD kinda do it... kindof... Imagine this...

FULL screen bitmap, delayed DMA scrolls that - great. Now how about the edges? Well, you need sprites there of course. BUT that means you've to smooth scroll through 4 sprites (2 on each side). Well no. Sprites can move in pixels after all, so just move in bytes and move the sprites in pixels to sumulate a normal scroll.

This still means you have to redraw the sprites though, and thats 4 sprites, (say) 189 pixels each. Quite a bit.... well...no...

IF you used another extra sprite on each side, then you can scroll the sprites and bring on new empty ones each frame too, then your only drawing 2 colums or sprites 189 pixels high over 8 frames (along with the bitmap) - which is perfectly doable.

Could make for a pretty cool C64 demo - standard MCM res, full screen/overscan scroller...neat. Course... since you can't change the colours very well in sprites, you'd have to pick 3 normal colours (sades of blue etc)... but still. You could also use character maps of course, which would make scrolling them much easier and would mean you didn't have to use delayed dma, as long as you double buffered the character map.

So the outcome.....A cool demo on a normal 64, and I still need to find an impossible task for the SuperCPU. It's pretty amazing what a stock machine can do if you poke it a little....


(and before you ask...no I have actually written it all, I've just been playing and know HOW to write it....)

Thursday, February 15, 2007

NEW TOYS!!!

How cool is this!! I finally managed to get hold of a SuperCPU from ebay! Man I just LOVE ebay! (I also spend WAAAAAY too much there - oh well). So, got the super CPU, plugged it in and tried a few programs, wow does it fly! I loaded up Driller which was always painful, and now it plays like an arcade game! very cool. I also loaded up Mercenary, and its an amazing piece of work. It actually smooths out which its switched on. Doesn't just run quick, but you appear to get smoother gameplay! Looks really really cool.

I then loaded up my download program and squirted down XeO3 (which downloaded in like 1.5 seconds!) and played with switching it on/off. wow... you'd have SOOO much time to waste with one of these. I'd be tempted to write a game which uses the bitmap but blits it on and then does stuff to it that you could never do with a C64 - like 3D baddies or something. I was looking at Metal Dust, and aside from a couple of the parallax effects, you could actually get that running on a stock C64 (pretty much). But 3D baddies...Now that would be cool.

The extra RAM would also be very handy for games. I have 16Mb here, but I hear the normal is 4Mb. Even that is a huge amount. You could pre-cache and pre-rotate everything - AND run a multiplexor. Which would allow you to have all the normal hardware sprites AND loads of software ones AND possibly some 3D effects. I think Metal Dust missed the mark a little - although I'd like to have a play with it, but I refuse to pay 30Euros for it, thats just way too much for something I'd never play.

....especially as I've just gotten a Wii!!! How cool is THAT! We're all hooked on wii sports, not to mention getting heaps of excersise into the bargan. I've also been playing Crackdown (which we did at Realtime Worlds - well, I say we...but I haven't been involved in it at all), and its fab as well. I love the building jumping stuff, great fun - as are the cars and trucks. Its a much better playground than GTA ever was.

I've just recieved a stack on transisters so Im going to try hooking up my LED displays with them rather than pull-up resistors. This should allow me to use the 40xx chip I got without anything else. I discovered that the larger pic I bought REQUIRES an external clock crystal, which would bump the price up even more. We did think about having an external clock pulse and feeding that in, but it still means even more expense. So I currently think I should just use the old way and try out the PNP's I have to see if that'll do the trick.

As Im off for a couple of days, I hope to try this out soon, then I can progress with the 5 unit prototype I was making....