Re: A86: List / Challenge idea (was dismissal)
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Re: A86: List / Challenge idea (was dismissal)
Mario Paint for the SNES had some interesting ways to erase the canvas,
if I recall. One of my favorites was where the screen was divided into
vertical bars, and they started to move opposite ways, with one set
covering the other.
--James
On Wed, 10 Mar 1999 13:54:25 -0600 "David Phillips" <david@acz.org>
writes:
>
>I agree! This list has little value as it is, without losing any more
>good
>programmers! I'm interested in seeing some graphics demos, is anyone
>else?
>
>I think we should have some contests. The game of life has been used
>for
>many optimization challenges (this was Michael Abrash's first
>challenge),
>but I doubt too many people are up to writing a full screen game of
>life at
>30+ fps. Besides, it would take too much time to write just for
>something
>cool to look at. Something useful would be better.
>
>I'm all for grayscale graphics. I was scared of doing grayscale for
>the
>longest time. But once I started, I'm hooked! There's nothing
>better...black and white just looks so plain! So my two ideas are
>grayscale...
>
>First, screen transitions/effects. There are all kinds of cool ways
>to
>clear the screen.
>
>- One way that's very easy on the PC (one line in C!) but would take
>a
>little more doing in asm is just filling the screen with black dots,
>at
>random spots until it's (almost) cleared. This was used in
>Wolfenstein 3D
>(remember that game?!) when you died...the screen was filled with red
>dots
>simulating blood.
>- Another way is sheers. This is where the screen is cut away at
>many
>places at the same time. You might do it horizontally, where colums
>in
>multiples of 8 are cleared. Or it can be done at a 45 degree angle,
>where
>say every 8x8 square is being rotated or swept away (hard to say, I
>know,
>maybe a demo).
>- Doom had a cool transistion. The screen was eaten away by a bunch
>of
>"worms" that floated down the screen. There are several ways to do
>it.
>You can just have the columns filled in with black at different
>intervals
>until it's cleared. Or they can be shifted down. I actually think
>Doom
>scaled the strips down, but I don't remember (that'd take some
>doing!).
>- I had an idea to do an explosion like effect. There isn't enough
>memory
>or time (processor-wise) to do all 8192 pixels (using all of page 1
>and some
>_very_ clever coding might make it possible), but you could do it in
>8x8
>blocks or so. Each block would be given x and y velocities and the
>screen
>would seem to "explode" with all of the blocks going in random
>directions
>and speeds.
>
>We could come up with rules and see who could do the neatest looking
>effect.
>Since there's no good way to time code, we'd need a judge to tell
>who's
>looked the best.
>
>The other idea for a challenge is a fastest routine challenge. The
>two
>routines that come to mind are a grayscale PutSprite and a Line
>routine.
>Both would be useful. Since there are so many ways to do a putsprite,
>we'd
>need a standard for it. I suggest an 8x8, masked grayscale putsprite,
>with
>clipping. Background saving? Interleaved or layered sprites?
>Hmm....the
>same set of calling registers should be used. "Standard" is BC for
>x,y and
>HL for the sprite. Should the buffers have to be contiguous? For the
>line
>routine, I think that Jimmy Mardell's FastLine routine would be
>considered
>standard. That routine would be tough to beat :)
>
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