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Karlos
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JUMP! Posted on 27-May-2022 18:50:38
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From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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Karlos
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Re: JUMP! Posted on 28-May-2022 7:29:58
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Elite Member |
Joined: 24-Aug-2003 Posts: 4394
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| Genuinely intrigued as to how this was done. I'm assuming there's a lot of prerendered components in use rather than realtime, but even if that is true, getting them all on screen at 50fps seems like it would be a challenge for the specification. For a demo, maybe. For something interactive? Hmm _________________ Doing stupid things for fun... |
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ppcamiga1
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Re: JUMP! Posted on 28-May-2022 8:47:06
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Cult Member |
Joined: 23-Aug-2015 Posts: 762
From: Unknown | | |
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| @Karlos
jump! is worth nothing crap. port from 8 bit. dumb game there are many of these for android, windows, linux etc.
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cdimauro
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Re: JUMP! Posted on 28-May-2022 9:39:17
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Elite Member |
Joined: 29-Oct-2012 Posts: 3621
From: Germany | | |
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| @Karlos
Quote:
Karlos wrote: Genuinely intrigued as to how this was done. I'm assuming there's a lot of prerendered components in use rather than realtime, but even if that is true, getting them all on screen at 50fps seems like it would be a challenge for the specification. For a demo, maybe. For something interactive? Hmm |
It doesn't look like running at 50FPS. Maybe the video wasn't good.
Many things could be pre-rendered, but this game requires fast ram, so it might be that he renders the 3D scene on framebuffer in fast mem.
@ppcamiga1
Quote:
ppcamiga1 wrote: @Karlos
jump! is worth nothing crap. port from 8 bit. dumb game there are many of these for android, windows, linux etc. |
How many amazing original games are available for your beloved OS4? |
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Karlos
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Re: JUMP! Posted on 28-May-2022 9:58:22
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Karlos
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Re: JUMP! Posted on 28-May-2022 10:07:15
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Elite Member |
Joined: 24-Aug-2003 Posts: 4394
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @cdimauro
Quote:
cdimauro wrote:
It doesn't look like running at 50FPS. Maybe the video wasn't good.
Many things could be pre-rendered, but this game requires fast ram, so it might be that he renders the 3D scene on framebuffer in fast mem. |
There are better videos. From what I can tell, the game runs at 50fps. I don't think it's using realtime rendering of any of the 3D tiles, I suspect they are prerendered. If they are realtime, they are seriously impressive. And even if they are not, it's still impressive._________________ Doing stupid things for fun... |
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FairBoy
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Re: JUMP! Posted on 28-May-2022 10:21:06
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Joined: 8-Jun-2020 Posts: 76
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| @Karlos There's no dynamic perspective distortion, the whole scene is just offset when moving left / right / up / down. Most likely it's just pre-rendered bare bricks and icons, composed in fast-RAM with some coloring and lighting overlay which is then copied to a chip-RAM triple buffer for display. Very good stylish port but only fair technical magic to spot here.
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cdimauro
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Re: JUMP! Posted on 28-May-2022 10:41:40
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Joined: 29-Oct-2012 Posts: 3621
From: Germany | | |
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| 50FPS is very difficult to be achieved in these conditions... |
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Karlos
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Re: JUMP! Posted on 28-May-2022 10:50:15
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Elite Member |
Joined: 24-Aug-2003 Posts: 4394
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @FairBoy
It's not perspective, it's more akin to classic tunnel routine. Except it's clearly not that either. I'm still going to go with pre rendered tiles, at each size based on distance and positioned into the fram accordingly. That doesn't detract from the fact that to do this at 50fps on a 14MHz 020 is a technical feat.
For a start the prerendered graphics likely won't fit. If it is rendered in fast ram and copied to chip ram, most of the frame time is already used up. And that's assuming it doesn't need any C2P conversion. So I expect there's something more intelligent being done.
We assume the fast ram requirements are down the graphics, it could just as easily be the soundtrack data too. _________________ Doing stupid things for fun... |
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ppcamiga1
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Re: JUMP! Posted on 28-May-2022 10:58:34
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FairBoy
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Re: JUMP! Posted on 28-May-2022 11:01:12
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Member |
Joined: 8-Jun-2020 Posts: 76
From: Unknown | | |
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| @Karlos "For a start the prerendered graphics likely won't fit." 4MB are the requirements? No, they will easily fit.
"We assume the fast ram requirements are down the graphics" No, "we" didn't asume that.
"If it is rendered in fast ram and copied to chip ram, most of the frame time is already used up. " Which is no problem because there's not much more to do here, there's just minimal simple game logic.
Again, a fair but not overwhelming amount of magic. |
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Karlos
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Re: JUMP! Posted on 28-May-2022 11:04:13
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Karlos
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Re: JUMP! Posted on 28-May-2022 12:24:09
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Elite Member |
Joined: 24-Aug-2003 Posts: 4394
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @FairBoy
Quote:
No, "we" didn't asume that |
I'm using the Royal "we". Thanks to modern identity politics, I can identify how I like and if you don't like it, I have you relentlessly shouted down and cancelled on social media _________________ Doing stupid things for fun... |
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Bosanac
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Re: JUMP! Posted on 28-May-2022 15:36:22
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Regular Member |
Joined: 10-May-2022 Posts: 255
From: Unknown | | |
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| @ppcamiga1
It’s also not created by you.
The talentless make a habit of denigrating the work of the talented.
Jump is clear wizardry! |
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Karlos
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Re: JUMP! Posted on 28-May-2022 21:56:24
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PhantomInterrogative
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Re: JUMP! Posted on 28-May-2022 22:34:54
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Cult Member |
Joined: 10-Sep-2004 Posts: 809
From: The Interrogative Lair | | |
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| @Karlos
Best tunnel sequence since Super Stardust CD32. _________________ I sold my SAM460ex lite... waiting for money to buy a Raspberry Pi... or a Classic A1000 with Buffee... or an A1222... and OS4.3 FE update 11 |
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gryfon
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Re: JUMP! Posted on 28-May-2022 22:38:48
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cdimauro
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Re: JUMP! Posted on 29-May-2022 5:32:03
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Elite Member |
Joined: 29-Oct-2012 Posts: 3621
From: Germany | | |
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| @Karlos
Quote:
I still don't feel that it runs constantly at 50 FPS. Maybe it's my limit... :-/ |
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Karlos
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Re: JUMP! Posted on 29-May-2022 7:20:34
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Karlos
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Re: JUMP! Posted on 29-May-2022 9:18:07
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Elite Member |
Joined: 24-Aug-2003 Posts: 4394
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @cdimauro
I wouldn't be surprised if it drops a frame here and there but if you watch the video of it being played, it looks pretty smooth.
While I was watching it, I realised one thing thar has been bugging me a bit. Some of the tunnel sections rotate, either due to the ball hitting a particular tile, or on a timer. The rotation definitely makes the tiles seem like true polygons. They could of course be pre rendered still, but the complete combination of every tile type, position, size and interim rotation seems like it would require an unreasonable amount of prerendering. _________________ Doing stupid things for fun... |
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