06 March 2018, 14:21 | #1 |
Inviyya Dude!
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Has anyone tried to get a "Mode 7"-style game working on the Amiga?
Today I saw this and was heavilly impressed:
[ Show youtube player ] and this [ Show youtube player ] And I wondered if this would be possible on an OCS Amiga.. I know the MD has chunky mode, which makes a lot of this 3D stuff faster.. But still... Add: don't know, why there were two threads created when I clicked "post"... Sorry for that... :/ |
06 March 2018, 14:38 | #2 |
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EDIT: Didn't notice the OCS part.
Both these are AGA only: [ Show youtube player ] [ Show youtube player ] Last edited by fryguy; 06 March 2018 at 15:22. |
06 March 2018, 15:04 | #3 |
Going nowhere
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The first youtube video should be doable in some form. Its highly cheated or at least, the mode 7 engine on that game knows its limitations, which is why it has no very tight turns.
The Sonic one is pretty impressive. Street Racer was pretty good for the A1200 and the graphics were far more detailed, i'm guessing a cut down version must be at least possible on OCS. |
06 March 2018, 15:12 | #4 |
CaptainM68K-SPS France
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Brian the Lion is the best example of a game using the Mode 7 from the snes
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06 March 2018, 15:31 | #5 |
Inviyya Dude!
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I guess I should have specified that I especially meant those perspective floor tiles, not just rotozoom fx..
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06 March 2018, 15:36 | #6 |
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There's this too:
[ Show youtube player ] (in case link doesn't take you to the time, jump to 1h32m55s) |
06 March 2018, 15:51 | #7 |
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06 March 2018, 15:54 | #8 |
Inviyya Dude!
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06 March 2018, 21:55 | #9 |
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Just a note: Both the "Sonic Kart" and the F-Zero clone are by gasega68k/Stephane Dallongeville, which was also active here at eab as "Stef_" (account closed unfortunately).
The Mr. Nutz fly stage is not Mode7-like, as it's only zooming without rotation. Uses the scroll register trick to scale the lines. But concerning the original question: I do not know of any examples, maybe there are some demo parts? |
06 March 2018, 23:16 | #10 |
J.M.D - Bedroom Musician
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I remember some copper chunky perspective demos in the past but those were having the zoom and not rotation; plus i seems to remember the limit of 8 pixels for the OCS/ECS copper; road might look pretty blocky but if we focus on playability that should be fine
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06 March 2018, 23:51 | #11 |
Ex nihilo nihil
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07 March 2018, 09:29 | #12 |
Inviyya Dude!
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Would be amazing, if he could join in the discussion and explain a bit how he accomplished the outstanding work he did on the MD..
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07 March 2018, 10:41 | #13 |
Thalion Webshrine
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Would that be considered a "Mode 7" game? The playfield is very narrow. You can never see any other parts of the track other than the bits you're driving on. It's more like OutRun than Mario Kart / F-Zero.
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07 March 2018, 16:18 | #14 |
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07 March 2018, 17:27 | #15 |
Lemon. / Core Design
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You *could* do something like this on OCS Amiga
You could go for a copper screen 8x8,8x4,8x2 pixels.. or even a "fake" 4x4 (or 4x2) as used in some demos (see Unique - Multicolor demo for example) [ Show youtube player ] Another alternative is to use a HAM 4x4 (or 4x3, 4x2) using the 7 bitplane trick (that enabled HAM mode but only enables 4 DMA channels.. the Modify bitplanes are written directly to the Bitplane 5 & 6 data registers) This was used in the following demo: [ Show youtube player ] With a game engine like this, you would not be able to use just a bitmap for a track or floor, as the resolution would be too small for anything expansive. Your rendering code (for each "pixel") would need to index a block, then to index a pixel in that block, so the overhead is somewhat more. You could precalculate quite a lot of lookup tables for this, but then memory usage would also be quite high But the answer is yes, I think that this could be done on a500 |
07 March 2018, 17:36 | #16 |
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Those examples are rotozoomers, don't look at all to what Steril wants to do, really. He alredy mentioned "no rotozoomeers" on an above post.
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07 March 2018, 17:54 | #17 | |
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Quote:
Sorry Steril707. Maybe an EAB member knows somebody who knows somebody that can contact him (I know it's like trying to send an e-mail to a 20 years old address, but who knows... ) |
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07 March 2018, 20:52 | #18 | |
Lemon. / Core Design
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Quote:
2) If you ever investigated how a mode 7 style floor works, it is essentially the same as a rotozoomer, except that the x/y texel positions and dx/dy are calculated slightly differently. Other than that, the inner workings of the 2 should be practically identical. |
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07 March 2018, 22:29 | #19 |
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Stephane is still active on the Sega16 forum, so should be easy to contact him there:
http://www.sega-16.com/forum/member....1357-gasega68k I'd guess blitter-assisted c2p should be fast enough to do a 2x2 (or fake 1x2 like in britelite's wolf3d demo and seemingly gasega6k's demos) mode7 at half screen height at a reasonable frame rate, maybe using some self-modifying code for the texture mapper. But I do not see an obvious approach for the scaling in z - you'd need to generate code for every line because the scaling is different, in a rotzoomer it's fixed and you need only to generate code for a single line. Maybe a combination of c2p and scroll register trickery? |
08 March 2018, 09:00 | #20 |
Inviyya Dude!
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@Dan Scott:
Super interesting idea, using Copper Chunky. I guess first off, you'd need to calculate tiles into an intermediate buffer, and after that move everything into one of two copperlists. |
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