Didn't get activation email, and some greyscale raycaster
Moderator: MaxCoderz Staff
Didn't get activation email, and some greyscale raycaster
http://www.geocities.com/jimm09876/83.html
This guy did some grayscale stuff, and I thought you guys might liek to see.
Also, I cannot log in because I haven't recieved my activation emial, Joe, if you read this, could you send it to yuengcheng@aol.com? Thanks
This guy did some grayscale stuff, and I thought you guys might liek to see.
Also, I cannot log in because I haven't recieved my activation emial, Joe, if you read this, could you send it to yuengcheng@aol.com? Thanks
- Madskillz
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It is incredibly fast on my 84+ SE...Very fast grayscale, probably the fastest I have seen. Only problem for me is one that occurs with other programs. Such as PhantomStar (Joe...I should have told you earlier), v4.0 of zDoom, and other games that use a different fastcopy. In the case of zDoom, the fastcopy routine from Venus was used, and that made the screen a bit jumpy. This is what occurs with PhantomStar and with James's greyscale games. So far, if you use IonFastCopy, or the gsCopyBuffer, the game should run fine on the 84+ SE...It has been tested and proven to fix the problem.
edit: just a mild flicker too.
edit: just a mild flicker too.
The Revolution is here...
- Madskillz
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These problems only occur on my 84+ SE...it seems to be the fastcopy. It's funny, it seems the 83's aren't as combatible with the 84's as everybody thought!
The Revolution is here...
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But hey it's still grayscale right? Darn it! I wish my S.E. could work so I could see it.... looks interesting
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- tr1p1ea
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With RIGVIEW im pretty sure that it interlaces by byte by taking a byte from the first buffer and copying it to the screen then taking the next 2 from the next buffer and copying it to the screen, basically mixes them all up in one pass rather than switching between 2 complete buffers. This reduces flicker as each pass you change which bytes get displayed amoungst one another. A byte in the dark buffer will still get displayed 2/3 of the time and a byte in the light buffer will still get displayed 1/3 of the time, but it is not as consistant as showing the cokmplete buffer, so it is harder to distinguish ... thus harder to notice flicker.
Ducks GPP takes this further and interlaces by bits. It basically takes a mask and applys it to both buffers and the resultant byte is copied to the screen ... the mask changes all the time but it follows the same principal as before ... basically it will take 1/3 the info from the first buffer and mixes it with 2/3 the info from the second. The bits from each buffer change when you change the mask so the flickering is reduced greatly as you never really see a consistant portion of either buffer. This is all handled by the fastcopy routine. I believe it was Tijl Coosemans who originally came up with the idea of taking it to a bit level. Duck's implementation is so fine tuned that he managed to basically get all of this done within the wasted clock cycles of a fastcopy routine. An amazing achievement .
I hope that was understandable ... .
Ducks GPP takes this further and interlaces by bits. It basically takes a mask and applys it to both buffers and the resultant byte is copied to the screen ... the mask changes all the time but it follows the same principal as before ... basically it will take 1/3 the info from the first buffer and mixes it with 2/3 the info from the second. The bits from each buffer change when you change the mask so the flickering is reduced greatly as you never really see a consistant portion of either buffer. This is all handled by the fastcopy routine. I believe it was Tijl Coosemans who originally came up with the idea of taking it to a bit level. Duck's implementation is so fine tuned that he managed to basically get all of this done within the wasted clock cycles of a fastcopy routine. An amazing achievement .
I hope that was understandable ... .