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Old 29 June 2021, 08:30   #1
kremiso
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Asking for Jaguar XJ220 intro tech details

I don't know if this is the correct place to ask, sorry if not

was wondering about the Jaguar XJ220 intro very start, when the big car moves from the right to the left of the screen

a couple of seconds at the beginning of this video :
[ Show youtube player ]

can i ask how you think this short sequence has been implemented?
seems an improvement of the Test Drive II one

i'm not a programmer, i'm just curious about it
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Old 29 June 2021, 09:58   #2
jotd
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I'd say big clipped classical blit. And the mirror effect is using a reversed blit (AFAIK it's possible, else it would be pre-computed to be upside down) with a different palette.

The zoom at the start is much a more interesting effect
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Old 29 June 2021, 10:03   #3
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I always adored that huge rolling object, that moves without a hiccup. A bit cheesy is the sound, though. Thundering the gas pedal during this slow constant movement... Tell me how
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Old 29 June 2021, 10:06   #4
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I always adored that huge rolling object, that moves without a hiccup. A bit cheesy is the sound, though. Thundering the gas pedal during this slow constant movement... Tell me how
Easy, rolling start and careful use of the clutch (wearing it out far quicker than normal)
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Old 29 June 2021, 10:09   #5
Predseda
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I know it is theoretically possible, but still
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Old 29 June 2021, 10:25   #6
rutra80
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Originally Posted by jotd View Post
The zoom at the start is much a more interesting effect
Yeah and most impressive is that it starts immediately after the drive starts - it must be tiny, fits in bootblock or not much bigger.
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Old 29 June 2021, 12:08   #7
kremiso
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Quote:
Originally Posted by jotd View Post
I'd say big clipped classical blit. And the mirror effect is using a reversed blit (AFAIK it's possible, else it would be pre-computed to be upside down) with a different palette...
Quote:
Originally Posted by Predseda View Post
I always adored that huge rolling object, that moves without a hiccup...
_/--------\_
|____| , i like it too

i presumed three different objects, the car body plus the two rotating wheels (with the black color used to separate them from the rest?), all mirrored in the under half
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Old 29 June 2021, 12:16   #8
phx
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And the mirror effect is using a reversed blit
This is a simple copper list effect, by setting a negative
BPLxMOD
and changing some colours. So less than half of the screen actually needs blitting.
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Old 29 June 2021, 14:24   #9
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Quote:
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This is a simple copper list effect, by setting a negative
BPLxMOD
and changing some colours. So less than half of the screen actually needs blitting.
Isn't Amiga a lovely computer?
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Old 03 July 2021, 02:11   #10
Ray Norrish
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I dunno. If the car is only 8 colours, it can be 1 half of a Dual Playfield, with the logo the other half.
If it is, then it might not even be blitted at all - just modulo shifted.
A quick look at the copperlist/code would confirm?
That's how I'd do it anyway.
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Old 03 July 2021, 11:18   #11
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i was bored due to having to self isolate.

It's one big blit done in 32 colours.

Copper effect as PHX mentioned.

Edit - actually... 1 big blit and a couple of smaller blits for the turning wheels.

Last edited by mcgeezer; 03 July 2021 at 11:25.
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Old 03 July 2021, 12:08   #12
Galahad/FLT
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Originally Posted by mcgeezer View Post
i was bored due to having to self isolate.

It's one big blit done in 32 colours.

Copper effect as PHX mentioned.

Edit - actually... 1 big blit and a couple of smaller blits for the turning wheels.
Christ, how wasteful, but it works so.

I would have just done a big picture and added to bitplane pointers, blotting anim for wheels.
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Old 03 July 2021, 12:52   #13
mcgeezer
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Christ, how wasteful, but it works so.

I would have just done a big picture and added to bitplane pointers, blotting anim for wheels.
Yeah, i think the issue is that the car is somewhat over 8 colours so you cant put it into DPM.
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Old 04 July 2021, 14:14   #14
kremiso
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thank you for have looked also into this guys, it was a long time (golden years) question, finally revealed

one day i'll ask you which sequences taken from the old Amiga games do you consider the trickiest to be implemented
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