24 July 2013, 13:33 | #1 | ||
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Lots of AGA graphics capability questions:
I've already asked two questions elsewhere on the forum, and I have more so I may as well bundle them all into one thread for convenience.
Elsewhere I asked if Alpha Blending was at all possible on AGA chipsets here: http://eab.abime.net/support-hardwar...-question.html to save you having to look: Quote:
I also asked elsewhere: Quote:
Now for my third, fourth and fifth question I've seen demos that pan and zoom images larger than the screen space. I've also seen in Pinball Illusions how the screen can switch between zoomed in and zoomed out (hi res laced?) modes. What I wish to know is, has this zoom AND pan effect been done in a game? specifically top down racing games. If so, does this mean that BOB scaling is possible? if so, how can this be done in blitz (or asm)? i'm currently fleshing out ideas for a top down Formula 1 game as my first major project in Blitz Basic and I was thinking wouldn't it be cool if the "camera" zoomed out as the car got faster so you can see more infront. of course this would require also scaling the other cars (bobs) with it. EDIT - Here's a pic of what I had in mind when at slower speeds: pre-rendered car is modelled in 3d and rendered to sprite sheet. tracks would be pre-rendered too. view is almost overhead-isometric Last edited by diablothe2nd; 24 July 2013 at 16:59. |
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24 July 2013, 14:32 | #2 |
ex. demoscener "Bigmama"
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Sorry, but I think you'll be hard pressed to write any amiga game at all if you can't answer most of those questions already..
there's no hardware support for real alpha blending, but you can have a limited number of semi-transparent colors by cleverly arranging bittplanes and palette - read up on how bitplanes work to understand how to do this.. there's no hardware scaling support either, but some demos creates the "illusion" by modifying the bitplane scroll value across the scanlines, which will give "hardware scaling" between 0 and 16 pixels, but that consequently requires you to have the source bitmap (the race track) in memory in "no. of zoom levels"/16 sizes. This is probably not feasible.. |
24 July 2013, 14:40 | #3 | |
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Quote:
i have read about bitplanes and such. I'm asking these questions as i've not found anything specific to my question.. that, and perhaps some good people here would be able to tell me things that i simply wont find with any amount of digging saying i wont be able to write ANY amiga game just because i'm asking these kind of questions isn't productive and isn't welcome. besides, i've already written some basic test games in BB already so ner thank you though for clarification on zooming/scaling support and adding to the alpha answer Last edited by diablothe2nd; 24 July 2013 at 14:47. |
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24 July 2013, 17:10 | #4 | |
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Quote:
When you say not feasible, Are you referring to ram constraints for having to store so much image data? or data speed (or lack thereof) to be able to switch between them on the fly? could this be done and be provided as an option if fastmem and/or an accelerator is detected? and obviously disabled if not? |
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24 July 2013, 17:52 | #5 |
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i found a 4 bitplane image zoomer asm source code on lsd-cd1. maybe it will help you a littlebit
i also uploaded the whole assembly folder from that cd, with more source codes. FILES.BBS inside the archives, lists the content of those files. zoned. |
24 July 2013, 17:54 | #6 |
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thank you thank you thank you thank you
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24 July 2013, 18:12 | #7 |
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heh, np. just trying to help
Edit: maybe i found one more zoom example. asm again. on AmigaCodersClub ACC 28: i upload the disk to the zone, and attach the file here. ACC-028.ADF -> Archives/P_Kent.LZH -> scaler.s Last edited by emufan; 24 July 2013 at 22:58. |
25 July 2013, 10:01 | #8 | |
ex. demoscener "Bigmama"
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Quote:
By "feasible" I meant in terms of ram - from one of your earlier posts, I got the impression that you wanted the track to be as large as possible |
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25 July 2013, 11:14 | #9 |
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It was pretty de-motivational lol
i know enough about bitplanes to be able to set them up in blitz basic, and for every extra bitplane you use it effectively doubles the colours and the ram needed to store the data. i also knew enough that bobs have a transparent colour. What i didn't know is how to create the illusion of alpha blending as i'm certain i've seen it in games before. i would like the track to be representative of real world tracks, yes. whether that means scaling things down and slowing the cars down to get a similar lap time to real world or not so be it. |
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