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Muzkat
07 June 2002, 16:25
Question 1: Does Vroom play significantly faster on Winfellow than on Win UAE? On my Fellow, the game flies!!! The roadside objects become a blur:crazy Not that I'm complaining.:D I think it's great:)

Or, does Vroom play slower on Win UAE? (right now I'm using the latest version of UAE)

Question 2: Does animation (ie: when sprites and objects move around the screen) appear...hazy...in Winfellow? On mine, it does.

Is this normal, or have I enabled something by accident? I've tried mucking around with the display properties, but to no avail.

Thanx:)

andreas
08 June 2002, 02:31
Question 2: Does animation (ie: when sprites and objects move around the screen) appear...hazy...in Winfellow? On mine, it does.
YES! :agree

And I know why: it's the code!
If you have access to a machine that can still run REAL dos (I've got Win2k :(), try to compare Fellow 0.3.3 and Fellow 0.3.6 R1.
You will see that the outlines of the sprites appear much more clearer in 0.3.3 than they do in 0.3.6 R1.
Ah, and playing ZOOL 2 in WinFellow is really a pain for the eyes ... :rolleyes

Petter? Worfje? carfesh? Can anyone of you confirm this?

Worfje
11 June 2002, 10:51
Yes, i can confirm the hazy/blurry sprites and overall image quality of WinFellow. The blurring is caused by using a fixed size frame buffer of around 320x200 pixels. With higher resolutions (for example 640x400) this would lead to loss of information. Currently, the frame uses some kind of interpolation scheme to map a higher resolution to the fixed frame buffer.

This problem has my attention and i already talked about it with Petter (who has written the code). I will look into it and keep you updated on the progress.

Muzkat
11 June 2002, 15:59
Thanx Worfje.:) Keep up the good work, mate.:cool

andreas
18 June 2002, 16:32
Thanks Worfje for the info. :)
Currently, the frame uses some kind of interpolation scheme to map a higher resolution to the fixed frame buffer.
Ah, now I see. Didn't know that you're interpolating higher resolutions.
So another circumstance comparable to this would be the loss of quality and sharpness if you're playing a video with Media Player in DOUBLE size. I doubt that they're using a different method.

Worfje
20 June 2002, 14:17
As 'promised' here's a update:

I've been going through the graphical code which is written by Petter. Going through the code raised all kinds of questions, which Petter answered on the email. If someone wishes, i can put them (question/answer) on the forum.

It is difficult code (yes, it's mostly uncommented assembly), but its working is becoming clearer. With help of Petter i got a working rendering for higher resolution without the loss of pixels. The true 640x200 resolution (a DOS-screen and Lemmings menu) is shown. To use it in a next snapshot we need to align the DirectDraw blitting source window and destination window, they have changed due to the changed use of the frame buffer (640x200 instead of 320x200). This is the first step in getting rid of the interpolation and loss of pixels.

If there are question (raised by above), feel free to post them.
So another circumstance comparable to this would be the loss of quality and sharpness if you're playing a video with Media Player in DOUBLE size. I doubt that they're using a different method.They use the same method, since they also blit using DirectX.

andreas
20 June 2002, 21:29
Yay, now I know why the effect looks so similar.
Thanks for the good news, Worfje!