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-
-
- Doug here,
-
- > First, I still haven't seen the new 1.93 version, as my zip file was
- > corrupted :'-( AAAARRRGGGGGHHHH !!!
-
- It was bound to happen to somebody - I though things were going a bit
- too well on the uue front... :)
-
- > Second, I agree with Doug, we should stop to code the graphics, get back the
- > Dsp and make a hifi studio :-)))))
-
- Yeahh!!! 4D sound here we come! :)
-
- > Sorry, I'm joking :-))
-
- Hummff..
-
- > What kind of compiler do you use Doug, I can't compile the new
- > sources. There's a problem with a macro called align or something
- > like that.
-
- Erm, I used Devpac3, but I guess one of the options is on a different
- default setting in my setup. You can replace the contents of the align
- macro with an 'even' statement and you will get the same effect. The
- alignment macros were written to take advantage of 4-byte alignment for
- 32-bit memory on AfterBurners and so on. Doesn't seem to help matters
- on a bog standard Falcon, and it actually slows things down. Atari &
- their ace bus technology strike again...
-
- > Question for Doug : is your line drawer faster than mine ?
-
- Probably not. I took mine from Apex, and that was written to produce
- very accurate lines of the correct length. I think yours is probably
- a bit quicker, but when using it I noticed it doesn't draw quite enough
- pixels at some angles - but it's not exactly a problem here. To be more
- specific, I found when drawing rectangles that one of the corners was
- missing - but only by a single pixel.
-
- I did put a line clipping algorithm in there if you need one for
- the zooming...
-
- > Can I continue to code the map options with mine of should I use your
- > code ?
-
- I don't think it matters really, so long as you are happy with it. I just
- used the Apex line rout because I understand it, and I know that any strange
- glitches I might find afterwards are due to something else - process of
- elimination etc...
-
- I was not so familiar with your routines, and preferred not to spend the
- additional time analysing them.
-
- > Hey Magnus, I think we should put fog in the game : a totally white screen
- > doesn't take too much time to display :-)))
-
- It already handles fog - slap the BASE filter colour up to 255, or drop the
- SATURATION to about 128 and see what happens. Dropping the colour saturation
- to 0 will make it look like Substation!
-
- :)
-
- It also handles coloured lighting, like on the PlayStation version, but
- there is no support for it yet, and at the moment changing the light
- colour will change all the lights, not just one of them.
-
- BTW, I developed an alpha-channeled sprite routine last month, which allows
- you to use an 8-bit 'transparency' mask instead of a 1-bit on/off mask like
- normal sprite routs. Basically, every pixel in the sprite can have a different
- level of transparency from 0-31. We can use it for special effects like halos
- on lights, explosions, weapon projectiles, smoke and all sorts of mad things.
- I can make it scalable later on when the sprites go in...
-
- > Have a nice day,
- > Laurent.
-
- You too,
-
- Doug.
-
-
-