Article View: rec.games.programmer
Article #470Re: Questions...
From: Phat H Tran
Date: Fri, 07 Aug 1992 07:36
Date: Fri, 07 Aug 1992 07:36
38 lines
2494 bytes
2494 bytes
In article <1992Aug6.110009.57912@cc.usu.edu> sl8nl@cc.usu.edu writes: >> Smooth scrolling was very easy to do on the C64 because its redefinable >> multi-colour character set meant you can get fancy graphics while staying >> in text mode. Each time you move a byte into video memory, you are >> essentially drawing a 4x8 tile of 4 colours. To scroll the screen only >> required a block move of 1000 bytes, which can be done within one retrace. > >It may have been a redefined character set (I couldn't image doing it at >the speeds it was going, though.) It looks like to me that the screen was >split. Times of Lore looked more hires than a typical character set. > Very, very, few, if any, smooth-scrolling games on the C64 used its bitmap mode. The redefinition of the character set is a one-time-only overhead, and didn't impact on speed during the game. Split-screens were also amazingly easy to accomplish on the 64 with its raster interrupts. >>>Hey, I can see going all 386 based. That ought to give more than enough >>>power for applications today, and ideas of what we want for better machines. >>>But Ultima VII felt like more of an abuse to the 386 than an encouragement. >>>I'm not knocking U7. It's a great game. Can someone offer an explanation, >>>though? (I want an explanation, not a flame on what I just said) >> >> I've never played the game, nor have I even seen it running, but I have >> seen screen snapshots of it and I think I can see why it may be slow. >> I appears that U7's world is a multi-layered slab of voxels (volume >> elements). To draw each screen would require the laying down of several >> layers of full-screen bitmaps, so I think it's the ISA bus that's the >> bottleneck here, not to mention that each NPC leads a pretty hectic life. > >That's probably a lot of it. Richard did say that U7 is no longer tiled. >He never mentioned layered...but... > I don't know what RG means by "not tiled". Voxels are just tiles in the third dimension. Phat.
Technical Details
Message-ID:
<BsLrs5.8An@watserv1.uwaterloo.ca>Path:
arc1-ca.pugleaf.net!sparky!uunet!sun-barr!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!ptranReferences:
<1992Aug5.182236.57893@cc.usu.edu> <BsJss1.BM1@watserv1.uwaterloo.ca> <1992Aug6.110009.57912@cc.usu.edu>Show Full Headers
Complete Article Headers
Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!sun-barr!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!ptran From: ptran@watserv1.uwaterloo.ca (Phat H Tran) Subject: Re: Questions... Message-ID: <BsLrs5.8An@watserv1.uwaterloo.ca> Organization: University of Waterloo References: <1992Aug5.182236.57893@cc.usu.edu> <BsJss1.BM1@watserv1.uwaterloo.ca> <1992Aug6.110009.57912@cc.usu.edu> Date: Fri, 7 Aug 1992 07:36:05 GMT Lines: 38