Thread View: rec.games.programmer
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Started by sl8nl
Thu, 06 Aug 1992 00:22
Questions...
Author: sl8nl
Date: Thu, 06 Aug 1992 00:22
Date: Thu, 06 Aug 1992 00:22
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A few questions: I was playing around with Ultima VII the other day...and was appalled at what I saw (no, the game was great). Here's why. We were playing it on a 386-25 DX with 8 megs of RAM and more than enough disk space. Biggest problem was, it accessed the disk every time you took a step. This resulted in SLOW... movement. Is this a case of bad programming, where Richard Garriot decided they were pressed for time and didn't have time for fine-tuning. I'm comparing Times of Lore for the Commodore 64 by Chris Roberts (yeah, the Wing Commander guy). He had smooth bi-directional hires scrolling on a one mhz machine! That definitely took some time, but Ultima VII? 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) Secondly...does anyone have any reference as to how the DMA works and how to transfer between the Soundblaster and the computer (I mean, the computer and SB). The Dev Kit doesn't provide enough information on this. I called Creative Labs and was basically told "shove it" by one guy. Another guy I talked to there told me that they didn't have a policy of releasing source code. He said they didn't let him look at it, and he is a tech support guy for their Dev Kit and the CT-VOICE driver!!! Thanks, Josh
Re: Questions...
Author: Phat H Tran
Date: Thu, 06 Aug 1992 06:02
Date: Thu, 06 Aug 1992 06:02
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In article <1992Aug5.182236.57893@cc.usu.edu> sl8nl@cc.usu.edu writes: >A few questions: > >I was playing around with Ultima VII the other day...and was appalled at what >I saw (no, the game was great). Here's why. We were playing it on a 386-25 >DX with 8 megs of RAM and more than enough disk space. Biggest problem was, >it accessed the disk every time you took a step. This resulted in SLOW... >movement. Is this a case of bad programming, where Richard Garriot decided >they were pressed for time and didn't have time for fine-tuning. I'm >comparing Times of Lore for the Commodore 64 by Chris Roberts (yeah, the >Wing Commander guy). He had smooth bi-directional hires scrolling on a >one mhz machine! That definitely took some time, but Ultima VII? 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. > >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. Phat.
Re: Questions...
Author: sl8nl
Date: Thu, 06 Aug 1992 17:00
Date: Thu, 06 Aug 1992 17:00
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> 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. >>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... Josh
Re: Questions...
Author: Phat H Tran
Date: Fri, 07 Aug 1992 07:36
Date: Fri, 07 Aug 1992 07:36
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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.
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