Hello guys,
I've been working a bit on porting Vectoroids (by Bill Kendrick). This SDL game performs direct access to the frame buffer pixels. Although it claims to use fast geometric calculations, the per-pixel access is poor in terms of speed.
The game also uses some sort of "gouraud shading"-like color interpolation. That is based on RGB and can't be done with paletted display. However I've got to use paletted display for several reasons (1: hires 640x480, 2: SGLs bitmap library only works with 8bit palette).
The current implementation (software renderung) lacks a lot of speed. Gouraud shading is also disabled. The display flickers a lot, due to double interlacing and too heavy cpu usage. Apart from that, sound, music, graphics and gameplay work fine.
But I figured on that particular game, I might as well use 8bit paletted hires display for background and use VDP1 accelerated lowres 16bit display with gouraud shading for the vectors. That's the plan, at least. Stay tuned!
Title screen:
In game #1:
In game #2:
I've been working a bit on porting Vectoroids (by Bill Kendrick). This SDL game performs direct access to the frame buffer pixels. Although it claims to use fast geometric calculations, the per-pixel access is poor in terms of speed.
The game also uses some sort of "gouraud shading"-like color interpolation. That is based on RGB and can't be done with paletted display. However I've got to use paletted display for several reasons (1: hires 640x480, 2: SGLs bitmap library only works with 8bit palette).
The current implementation (software renderung) lacks a lot of speed. Gouraud shading is also disabled. The display flickers a lot, due to double interlacing and too heavy cpu usage. Apart from that, sound, music, graphics and gameplay work fine.
But I figured on that particular game, I might as well use 8bit paletted hires display for background and use VDP1 accelerated lowres 16bit display with gouraud shading for the vectors. That's the plan, at least. Stay tuned!
Title screen:
In game #1:
In game #2: