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Old 06 February 2020, 12:29   #61
ross
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Perhaps the answer I had already given about rotations was in stealth mode.

[don't take it personal Solo, I like joking ]
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Old 06 February 2020, 12:32   #62
Steril707
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Originally Posted by aros-sg View Post
You can check with paint program like GIMP. Pause video in two places were you think perspective is different. Make screenshot each time. Put screenshots in two layers in paint program and make top one 50 % transparent. Move top layer around until center of tunnels match up.
Thought about doing that as well.
But I am much too lazy for that and simply believe you..
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Old 06 February 2020, 12:36   #63
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Thought about doing that as well.
But I am much too lazy for that and simply believe you..
Do it! Stop you Inviyya coding and do it!
This is more important
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Old 06 February 2020, 12:38   #64
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Do it! Stop you Inviyya coding and do it!
Naaaah!
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Old 06 February 2020, 12:56   #65
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Memory impact of the pre-render can be reduced a lot. Some ideas:

You only need octants of each image because of the circular symmetry. Quadrants will reduce less but make the handling very easy.

You don't need two animations for clockwise and anti-clockwise turns, you can use the same animation and play it forwards or backwards (if there is more than one intermediate step at all). Of course, you need the extra steps for each z-position of the tunnel.

You don't have to have any possible combination of tiles / no tiles pre-rendered. You can select each tile to be opaque, transparent or coloured merely by changing the palette (or perhaps bitplane pointers) for each tile if you have a pre-rendered checkerboard tile pattern. The only thing you will have to blit together is one bitplane of the signs that come on some tiles like arrows etc.
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Old 06 February 2020, 13:05   #66
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You don't need two animations for clockwise and anti-clockwise turns, you can use the same animation and play it forwards or backwards (if there is more than one intermediate step at all). Of course, you need the extra steps for each z-position of the tunnel.
Or you combine movement and rotation, as in having one sequence of one block forward with clockwise rotation, and one with counterclockwise.
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Old 06 February 2020, 13:07   #67
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Of course, you need the extra steps for each z-position of the tunnel.
Rotations and Z changes are contemporary, so steps are the same

EDIT: Britelite first..
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Old 06 February 2020, 13:23   #68
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You of course use the same sequence for every single rotation (it rotates the width of one block) and just adjust the overlaying LUT-tunnel to match.
And what about when there are just few tiles and You see starry background?

Sorry, but all this pre-render + LUT thing sounds not right. Ever more when i read something similar on PPA before...

And before You answer, there already was idea about "turn off" tiles to see background.
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Old 06 February 2020, 13:27   #69
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And what about when there are just few tiles and You see starry background?
All handled with the overlay tunnel.

Of course I'm only guessing about the techniques, as I won't make any definite guesses until I see it running on the real deal. But still, claiming that NOTHING is prerendered is just plain bollocks.
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Old 06 February 2020, 14:23   #70
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And what about when there are just few tiles and You see starry background?
This can be done with the palette. You just need a lot of black (sky) and white (stars) colours in your palette. This means the tile can still be there but all its colours map to black and white only depending on the one additional bitplane that has stars or nothing in it and one bitplane that determines "opaque" or "transparent" (or selects colour of the tile, then it would be two selector bitplanes).
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