26 November 2022, 18:38 | #1 |
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Afterburner ground
How was Afterburners' background done? Is it some sort of filled polygon?
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26 November 2022, 20:34 | #2 |
J.M.D - Bedroom Musician
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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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30 November 2022, 16:50 | #3 |
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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. |
01 December 2022, 21:19 | #4 |
J.M.D - Bedroom Musician
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An interesting look on some less known superscaler-like games here:
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01 December 2022, 23:21 | #5 |
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07 December 2022, 20:47 | #6 |
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07 December 2022, 22:01 | #7 |
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