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Old 26 November 2022, 18:38   #1
sandruzzo
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Afterburner ground

How was Afterburners' background done? Is it some sort of filled polygon?


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Old 26 November 2022, 20:34   #2
saimon69
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In th Amiga i would say something like that,if not a screen wide one color bob with a limited number of angles (8 it seems); in the arcade could be a rotating bitmap, considered has also gradients
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Old 30 November 2022, 16:50   #3
buzzybee
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I'd draw the horizon based on prerendered tiles from a table. Then fill the sky / floor based on a dynamic copperlist. Copper would switch one colorslot between blue and green on each scanline - in this screenshot, blue at the very left handside, green at very right handside for the first few scanlines <$40.

The timing of the copperwait on each scanline would need to be adjusted each frame update, synchronous with the horizon draw. This approach needs some clever coding, but eliminates the need to fill pixels.
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Old 01 December 2022, 21:19   #4
saimon69
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An interesting look on some less known superscaler-like games here:
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Old 01 December 2022, 23:21   #5
sandruzzo
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Quote:
Originally Posted by saimon69 View Post
An interesting look on some less known superscaler-like games here:
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I've found a way to do it, without glitter aid!
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Old 07 December 2022, 20:47   #6
buzzybee
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Quote:
Originally Posted by sandruzzo View Post
I've found a way to do it, without glitter aid!
Would you want to share your solution?
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Old 07 December 2022, 22:01   #7
sandruzzo
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Quote:
Originally Posted by buzzybee View Post
Would you want to share your solution?
Is not a rocket science, just some precalculated frames to put into few bit planes. You can't use that planes for regular bobs. Thats' it.
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