English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General > Coders. Releases

 
 
Thread Tools
Old 03 December 2022, 13:23   #1001
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
yes the wall texture vertical scale or horizon seems to show an issue, if you look up at where the wall meets the ceiling and move away from said wall more of the wall texture gets reviled. its subtle but not right.
Attached Thumbnails
Click image for larger version

Name:	037.png
Views:	89
Size:	66.7 KB
ID:	77299   Click image for larger version

Name:	038.png
Views:	102
Size:	91.2 KB
ID:	77300  
abu_the_monkey is offline  
Old 03 December 2022, 14:31   #1002
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
Quote:
Originally Posted by abu_the_monkey View Post
yes the wall texture vertical scale or horizon seems to show an issue, if you look up at where the wall meets the ceiling and move away from said wall more of the wall texture gets reviled. its subtle but not right.
Yes, this is it. However it's hard to know if the wall texture is wrong or the floor/object perspective is wrong. Like a man with two watches trying to figure out the time.
Karlos is online now  
Old 03 December 2022, 15:53   #1003
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
@karlos

if i change FS_HEIGHT in hirers.s from 232 to 240 it renders correct but over draws the bottom status bar, i can only imagine the small screen top offset is still applied for full screen? or something
Attached Thumbnails
Click image for larger version

Name:	039.png
Views:	86
Size:	96.7 KB
ID:	77304  

Last edited by abu_the_monkey; 03 December 2022 at 16:00.
abu_the_monkey is offline  
Old 03 December 2022, 16:15   #1004
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
Quote:
Originally Posted by abu_the_monkey View Post
@karlos

if i change FS_HEIGHT in hirers.s from 232 to 240 it renders correct but over draws the bottom status bar, i can only imagine the small screen top offset is still applied for full screen? or something
I'll try to have a look into this later. In any event, I still need to fix the coordinate transformation for bitmap objects. I am starting to wonder if 288 was chosen specifically because it allowed for very simple integer scaling compared to the 3/5 stuff we have at 320 wide.
Karlos is online now  
Old 03 December 2022, 18:17   #1005
pipper
Registered User
 
Join Date: Jul 2017
Location: San Jose
Posts: 652
My guess is that 2/3 scaling was applied to both, X and Y coordinates. But with 320 resolution we’d need to apply separate scaling for x and y?

(PS: 1005 posts! That escalated fast )
pipper is offline  
Old 03 December 2022, 18:20   #1006
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
I'd rather apply 3/5 universally and increase the height if needed than start applying different scale factors. It will get messy at some point, for sure.

The messages that we are missing should probably be rendered closed caption style on the main screen.
Karlos is online now  
Old 03 December 2022, 18:30   #1007
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
The other day I played with the vertical size adjustment and noticed the background border bars are drawn in the exposed area. Does that mean we're drawing and then overdrawing the back panel every frame? If so, there's an easy performance win.
Karlos is online now  
Old 03 December 2022, 19:31   #1008
pipper
Registered User
 
Join Date: Jul 2017
Location: San Jose
Posts: 652
The other idea to counter the uneven scale would be to scale evenly but use the existing “letterbox” mechanism to shrink down to 232 lines.
pipper is offline  
Old 03 December 2022, 19:34   #1009
pipper
Registered User
 
Join Date: Jul 2017
Location: San Jose
Posts: 652
Quote:
Originally Posted by Karlos View Post
The other day I played with the vertical size adjustment and noticed the background border bars are drawn in the exposed area. Does that mean we're drawing and then overdrawing the back panel every frame? If so, there's an easy performance win.

No, what happens is that the background will be redrawn just once when you change the vertical size. In fact, it’ll be unpacked from LHA, that’s why it’s a bit slow. Increasing the vertical size does not redraw the frame.
pipper is offline  
Old 03 December 2022, 20:20   #1010
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
Quote:
Originally Posted by pipper View Post
The other idea to counter the uneven scale would be to scale evenly but use the existing “letterbox” mechanism to shrink down to 232 lines.
Aiming for 240 height would be better for RTG going forwards.

In any case maybe the status display could be reworked into an on-screen HUD.
Karlos is online now  
Old 03 December 2022, 20:51   #1011
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
Quote:
Originally Posted by pipper View Post
No, what happens is that the background will be redrawn just once when you change the vertical size. In fact, it’ll be unpacked from LHA, that’s why it’s a bit slow. Increasing the vertical size does not redraw the frame.
Wow, really? I thought it was just decompressed on load to a buffer somewhere.
Karlos is online now  
Old 03 December 2022, 21:26   #1012
pipper
Registered User
 
Join Date: Jul 2017
Location: San Jose
Posts: 652
It was easier to implement decompressing each time
pipper is offline  
Old 03 December 2022, 21:26   #1013
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
Quote:
Originally Posted by pipper View Post
It was easier to implement decompressing each time
Said no one, ever.
Karlos is online now  
Old 04 December 2022, 00:08   #1014
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
Quote:
PS: 1005 posts! That escalated fast
Brick killed a guy.
Karlos is online now  
Old 04 December 2022, 21:48   #1015
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
@pipper as per the PR feedback, I'm looking at a diff of the double width branch compared to main but I'm not seeing the wood for the trees on the billboard scaling. Could just be post COVID brainfog.
Karlos is online now  
Old 04 December 2022, 22:10   #1016
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
No wait, I'm being thick. Pretty sure BitMapObj is the place to start lol
Karlos is online now  
Old 05 December 2022, 20:48   #1017
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
@pipper

In the end, the only way I could get polygon and billboard objects to work in fullscreen was a bit fugly. The object rotation code continues with the existing depth scale of 1.5, but when we enter a bitmap drawing path, we have to rescale the depth of the bitmap by 0.9 (this is the end result of dividing the old scale by the new one). This depth correction then causes all bitmap objects to scale and rotate correctly.

I've pushed it all to the PR but part of exploring the drawing code and making sense of it resulted in more "style updates" as well.

Last edited by Karlos; 06 December 2022 at 11:07.
Karlos is online now  
Old 05 December 2022, 21:28   #1018
pipper
Registered User
 
Join Date: Jul 2017
Location: San Jose
Posts: 652
Cool! I appreciate you muddling through all of this!
pipper is offline  
Old 05 December 2022, 22:06   #1019
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
Quote:
Originally Posted by pipper View Post
Cool! I appreciate you muddling through all of this!
I can't quite fathom why fixing it in the rotation code both breaks the polygon rendering and simultaneously has no impact on billboards either. I spent some time trying to "do it right" but, well, here we are. It works.
Karlos is online now  
Old 06 December 2022, 10:28   #1020
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,119
@pipper - Am I OK to squash and merge?
Karlos is online now  
 


Currently Active Users Viewing This Thread: 4 (1 members and 3 guests)
Rst7
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Alien Breed 3D II The Killing Grounds RTG patch Angus Retrogaming General Discussion 63 14 December 2022 15:20
Alien Breed & Alien Breed '92: SE - delay when picking up items / opening doors Ian support.WinUAE 16 23 December 2016 15:50
Alien Breed 3D II : The Killing Grounds code booklet alexh support.Games 19 10 October 2012 22:17
Alien Breed 3D 2 - The Killing Grounds Ironclaw support.Games 12 13 September 2005 13:07
HD Version of Alien Breed I ? Kintaro request.Old Rare Games 20 31 July 2003 10:48

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 13:16.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.16032 seconds with 14 queries