Poster | Thread |
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 18-Mar-2023 14:37:36
| | [ #81 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| Ring around the World received an update yesterday. Today is ArtPazz's and Follix's turn - but first comes the library they're built on: ALS.
v1.100 & v2.4 (18.3.2023) * Removed dependency on mathtrans.library by replacing CN=2^LD with CN=1 : Rol.l LD,CN. _________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
|
Status: Offline |
|
|
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 22-May-2023 20:19:30
| | [ #82 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| A couple of experiments done while brainstorming about a new game made with ALS. The first effect is obtained basically at no processing cost, while the second one requires only the minimal cost of blitting a 2 bit mask. A stock Amiga 1200 can handle this without breaking a sweat.
VIDEO
To be honest, I'm at a loss regarding which game to make. It all started with the itch of remaking the second game I ever made (and never publicly released), but while fiddling with ALS these effects came to mind - and they don't happen to be very suitable for that game. So, I tried to think of alternatives, and the best idea I came up is a game where: there are two parallel worlds, a real (dangerous/dark) one and an illusory (pleasant/nice) one; the screen mostly shows the illusory world, but the character controlled by the player is inside a bubble around it that shows the real world or there's some mechanism that allows the player to somehow reveal the real world - e.g. with a sort of torch light. The problem with this idea is designing the game and producing the content (double graphics work!) - it's something I can't undertake now. Also, a sports game is sorely missing from my catalogue, but so far I couldn't think of anything interesting. _________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
|
Status: Offline |
|
|
pixie
 |  |
Re: ALS, a new graphics system - RELEASED! Posted on 22-May-2023 20:51:43
| | [ #83 ] |
|
|
 |
Elite Member  |
Joined: 10-Mar-2003 Posts: 2917
From: Figueira da Foz - Portugal | | |
|
| |
Status: Offline |
|
|
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 23-May-2023 12:20:26
| | [ #84 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| @pixie
Thanks! (Just for the record, both effects are obtained with the same technique.) Last edited by saimo on 23-May-2023 at 12:20 PM.
_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
|
Status: Offline |
|
|
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 29-May-2023 16:37:03
| | [ #85 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| |
Status: Offline |
|
|
Karlos
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 29-May-2023 17:02:16
| | [ #86 ] |
|
|
 |
Elite Member  |
Joined: 24-Aug-2003 Posts: 3709
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
|
| |
Status: Offline |
|
|
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 29-May-2023 21:31:37
| | [ #87 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| @Karlos
Quote:
Thanks!
Quote:
I especially liked the cross-fade effects. |
Funny how that's the least interesting side to me - had I known, I'd have added cross-fading everywhere  _________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
|
Status: Offline |
|
|
Karlos
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 30-May-2023 8:27:13
| | [ #88 ] |
|
|
 |
Elite Member  |
Joined: 24-Aug-2003 Posts: 3709
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
|
| @saimo
That's always the way though. The other examples are very cool too, no doubt about it.
I think that the cross-fade caught my eye because superficially at least it seems like something that would be very computationally intensive if done without some clever technique. It's clearly not using per pixel alpha blending but gives a similar visual effect. _________________ Doing stupid things for fun... |
|
Status: Offline |
|
|
kolla
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 30-May-2023 10:00:53
| | [ #89 ] |
|
|
 |
Elite Member  |
Joined: 21-Aug-2003 Posts: 2601
From: Trondheim, Norway | | |
|
| I get SCALA vibes from watching that :) _________________ B5D6A1D019D5D45BCC56F4782AC220D8B3E2A6CC |
|
Status: Offline |
|
|
Yssing
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 30-May-2023 10:48:14
| | [ #90 ] |
|
|
 |
Super Member  |
Joined: 24-Apr-2003 Posts: 1078
From: Unknown | | |
|
| @saimo
That is awesome! _________________
|
|
Status: Offline |
|
|
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 30-May-2023 12:14:50
| | [ #91 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| @Karlos
Quote:
I think that the cross-fade caught my eye because superficially at least it seems like something that would be very computationally intensive if done without some clever technique. It's clearly not using per pixel alpha blending but gives a similar visual effect. |
Correct, the blending isn't per-pixel, but per-layer and per-color (each layer has an alpha value of its own and each color of each layer has an alpha value of its own; the alpha values are in the range [0, 256]). The calculations are indeed expensive, so the trick is to precalculate the palettes and then to simply write them to the COLORxx registers during the execution of the effects.
@kolla
I had no idea - never seen SCALA in action :D
@Yssing
Thanks!_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
|
Status: Offline |
|
|
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 6-Jun-2023 18:20:19
| | [ #92 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| Just released an update.
https://retream.itch.io/als
v1.101 and v2.5 (06.06.2023) * Updated the documentation: expanded the sprites section in the manual (now it is a full crash course so that also who does not know how sprites work can use them); replaced a leftover with ALS_DISPLAYEDPLANESNUMBER; replaced bullet points (·) with asterisks (*).
v1.101 and v2.5 (05.06.2023) * Removed ALS_GET_LAYER_DEPTH[]. * Renamed ALS_BUILD_DISPLAY_COPPERLIST*[] as ALS_BUILD_COPPERLIST*[]. * Replaced ALS_WAIT_NEXT_FRAME[] with ALS_WAIT_FRAME_END[] (it does the same thing, but it does in a better way, no longer requires the display to be on, no longer uses ADKCON.PRECOMP0 and the name reflects more accurately what it does). * Added ALS_SET_PLANES_POINTERS_IN_COPPERLIST[]. * Optimized ALS_MAKE_DISPLAY_DESCRIPTOR[]. * Added ALS_DISPLAYEDPLANESNUMBER. * Speed-optimized a few loops by replacing Repeat...Until with While...Wend. * Updated demos: used ALS_SET_PLANES_POINTERS_IN_COPPERLIST[] in place of ALS_BUILD_COPPERLIST[] where appropriate; simplified font handling. * Touched up the comments in the code. * Revised/extended manual (in particular, added extensive information about using sprites with ALS). Last edited by saimo on 08-Jun-2023 at 10:51 PM.
_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
|
Status: Offline |
|
|
saimo
|  |
Re: ALS, a new graphics system - RELEASED! Posted on 8-Jun-2023 22:51:07
| | [ #93 ] |
|
|
 |
Elite Member  |
Joined: 11-Mar-2003 Posts: 2425
From: Unknown | | |
|
| Hotfix release.
https://retream.itch.io/als
v1.102 and v2.6 (08.06.2023) * Fixed ALS_SET_PLANES_POINTERS_IN_COPPERLIST[] (due to a typo, it contained a division by 65535 instead of 65536). * Optimized inner loops of ALS_BUILD_COPPERLIST[], ALS_BUILD_COPPERLIST_HEAD[] and ALS_SET_PLANES_POINTERS_IN_COPPERLIST[] (replaced Repeat...Until with a more efficient While...Wend). * Improved a paragraph in the sprites section of the manual. Last edited by saimo on 08-Jun-2023 at 10:51 PM.
_________________ RETREAM - retro dreams for Amiga, Commodore 64 and PC |
|
Status: Offline |
|
|