Dimension Shift

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Mugi
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Re: Dimension Shift

Post by Mugi » Sun Aug 11, 2019 4:20 pm

so, we decided we dont want to go through the 4-screen mirroring route and rewrite half of th game in addition to losing an animation frame to do that,
but the scroll artifacting still needed to go, so FIX94 pulled out a DIY scanline counter that's now being used to mask out a small area from the top and bottom to hide the vertical scroll garbage :P
this could technically be utilized in lots of ways, such as doing parallaxing. It's pretty neat.

"what are you up to?" "Oh, not much... just... Parallaxing"
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CutterCross
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Re: Dimension Shift

Post by CutterCross » Sun Aug 11, 2019 4:45 pm

Excuse me, did you just say DIY scanline counter?

This intrigues me greatly...
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
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Mugi
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Re: Dimension Shift

Post by Mugi » Sun Aug 11, 2019 4:48 pm

It's using DMC IRQ to count scanlines so in essence it's a really crude scanline counter, and also not perfect from as seen on the video (you can see the cutoff line jitter few pixels during scrolling.)
it's still in development as he just rigged this up last night and the timings et cetera still need adjusting.
"what are you up to?" "Oh, not much... just... Parallaxing"
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Mugi
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Re: Dimension Shift

Post by Mugi » Tue Aug 13, 2019 12:09 am

so, DIY scanline counter.

let me introdude you to parallax scrolling :)

"what are you up to?" "Oh, not much... just... Parallaxing"
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CutterCross
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Re: Dimension Shift

Post by CutterCross » Tue Aug 13, 2019 12:35 am

YES
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
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CutterCross
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Re: Dimension Shift

Post by CutterCross » Tue Aug 13, 2019 12:43 am

Could using that DIY scanline counter theoretically also allow for background HUDs at the bottom of the screen? Just curious.
Music Man:
The Tower of Turmoil: http://www.nesmakers.com/viewtopic.php?f=12&t=1348
When the Clock Hands Stall: http://www.nesmakers.com/viewtopic.php?f=52&t=2723
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Mugi
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Re: Dimension Shift

Post by Mugi » Tue Aug 13, 2019 12:51 am

yes.
while it's not quite as flexible as a real scanline counter, it does the same job per-se

we use it to add the black bar at the top and bottom of the screen to hide the vertical scroll artifacting.
and here we simply demonstrated a parallax by splitting at the middle of the screen.

the counter is technically capable of multiple splits, but the code is quite cpu heavy and in and of itself it's a tradeoff to even implement.
the entire memory management of DS has been redone, and quite a ridiculous amount of ZP had to be freed for this.

in addition to that we're playing in the dark waters as we did some engine speedup optimizations through abusing PPU shadow writes (hooray undocumented features!),
and we also sacrificed quite a substantial amount of code space in order to speed up name and attribute table loads.

this can be used in a game, but it requires quite careful planning around the feature instead of just being something that can be thrown to a game and abused to oblivion.
as for now, the parallax was simply a demonstration, we might or might not even actually use it in the game.

there's also the fact that this has to be separately timed for PAL and NTSC and that's a mess like no other.

to more answer to the question, with parallax here, we made the background scroll half speed above the split, so to get a static hud, you'd just make it not move instead of moving half speed.
the above demo also has 3 splits in it actually, it disables and re enables rendering at the top and bottom of the screen for the black bars (see the ppu viewer how it displays more or the stage at the top and bottom than the actual game does.) in
addition that, the 3rd split is used for controlling the background scroll speed change.

according to FIX94, the code as it is, is capable of doing 16 or so splits with it's current configuration. However, at that point gameplay would become impossible.
several splits during not entirely explosion filled gameplay is possible though.
"what are you up to?" "Oh, not much... just... Parallaxing"
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Dirk
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Re: Dimension Shift

Post by Dirk » Tue Aug 13, 2019 10:09 am

Wow, I'm simply amazed by your progress!
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Disclaimer: English is not my first language, so mistakes are bound to happen.
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Mugi
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Re: Dimension Shift

Post by Mugi » Wed Aug 14, 2019 2:33 pm

Dirk wrote:
Tue Aug 13, 2019 10:09 am
Wow, I'm simply amazed by your progress!
Thanks!
This has been a lot of work and we have something even more cool to show off a little later once we're done overhauling some graphics and stage layouts a little.
There's been some engine updates and features added that have been pending for quite a while, which are now semi-working. :P
"what are you up to?" "Oh, not much... just... Parallaxing"
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Dirk
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Re: Dimension Shift

Post by Dirk » Wed Aug 14, 2019 3:34 pm

Yes, it really shows that you've put a lot of work and thought into your game.
Oh, that sounds very intriguing, I can hardly wait for your next update :-)
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Disclaimer: English is not my first language, so mistakes are bound to happen.
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