Doh, yes this exactly

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Doh, yes this exactly
tokra wrote:[...]
As follows from my preceding post, being able to use page flipping will allow for a higher frame rate, as clearing the bitmap in the shadow/drawing buffer is already faster than undrawing more than 4 lines of medium length.AndyH wrote:Doh, yes this exactly
That is ingenious, I'm now thinking of other applications for this screen memory layout.Mike wrote: $1000 .. $108B: "Text" screen 1 (top: $3C..$9D, bottom: $09..$1F, $29..$3B)
$1090 .. $11FF: Scanner bitmap 1st part (23 Characters, $09..$1F)
$1200 .. $128B: "Text" screen 2 (top: $9E..$FF, bottom: $09..$1F, $29..$3B)
$1290 .. $13BF: Scanner bitmap 2nd part (19 Characters, $29..$3B)
$13C0 .. $19DF: Cockpit 1st bitmap page (Chars $3C..$9D)
$19E0 .. $1FFF: Cockpit 2nd bitmap page (Chars $9E..$FF)
Interesting. So you calculate it will be faster to clear that area of the screen and then draw rather than eor draw the lines of a typical model twice? The screen size is fine from my point of view and I would definitely agree that aspiring to optimise for speed is preferrable to a slower but larger screen.Mike wrote: ↑Fri Dec 20, 2024 3:39 pm ...
112x112 pixels are about 68% of the other proposed cockpit size, 128x144 pixels. With the smaller screen, the lines are still about 82% of their lengths in the larger screen. Of course, handling a smaller bitmap and having slightly shorter lines put the odds even more in favour to page flipping, but most time will be saved by not needing to undraw the lines one by one but being able to just clear the drawing buffer. The time spent in the geometry engine and other business logic remains the same.
Finally, the page flipping is synchronized to the screen refresh - so there's not just 'reduced' flicker, but no flicker at all.
Well, nice. In the video description, Aleksi at least contributes most of his port to the recent works in Mark Moxon’s digital archaeology project of Elite. In particular, the relevant contributions of Aleksi himself are adapted graphics routines for the VIC-20, and of course the necessary fair share of time in the last two weeks to let action follow the word.Kweepa wrote:Some of Aleksi's progress: [...]
Mike wrote: ↑Wed Jan 01, 2025 6:45 amWell, nice. In the video description, Aleksi at least contributes most of his port to the recent works in Mark Moxon’s digital archaeology project of Elite. In particular, the relevant contributions of Aleksi himself are adapted graphics routines for the VIC-20, and of course the necessary fair share of time in the last two weeks to let action follow the word.Kweepa wrote:Some of Aleksi's progress: [...]
I suspect though that this port of ELITE will remain a one-man project. Aleksi didn't even bother to post the YT link here in Denial by himself.
It is also quite ashaming, that the YT video already has more commentary posts than this thread here. Perhaps, if people wouldn't believe all that Wikipedia bullshit about the VIC-20's 'missing' graphics capabilities (see Mr. Spongmans post: "ok, fast line-drawing on the BBC was impressive enough with its memory laid out as character cells, but with no bitmapped graphics at all, that's just insane..." - to note: the BBC has a linear addressing of the bitmap, it's the C64 that has the character cell layout, and the VIC-20 is perfectly able to put a bitmap on display!), more in that regard would happen here in Denial.
The community spirit of Denial once had made projects like Mega-Cart possible. In particular that means that not always the same people should need, or be expected, to put their time and resources into such projects!
Original Elite was released at the end of 1984, when the C64 was already on the market for nearly 2 years and most Commodore-folks would have moved on by then. Add to that the memory requirements - 16K was pretty common I think (had one myself back then), but larger than that was only for absolute enthusiasts. So, effectively there was no audience left for a VIC-20 release, I think.