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SGX VPC demo
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Tomaitheous
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PostPosted: Tue Sep 05, 2006 7:48 pm    Post subject: Reply with quote

Ok, I got the transparency parts. The back ground with the water is static - drawn as part of the BG. The sprite palette($403 is set to $01) is changed on five RCR interrupts with 3 colors updated at a time. The RCR is aligned to top of the back ground water.
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Paranoia Dragon
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PostPosted: Wed Sep 06, 2006 1:55 am    Post subject: Reply with quote

Would you say that it is the best transparency effect you've seen on the Turbo? And are you going to duplicate the effect in some kind of demo Very Happy
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Tomaitheous
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PostPosted: Wed Sep 06, 2006 3:39 pm    Post subject: Reply with quote

Hmm. There aren't a lot of transparency effects or games that use them on the Turbo. Duplicating the effect for a sprite instead of the BG (water3.pce demo) would be pretty easy.

Doing it with HuC is another thing. You'd have to write a custome hsync interrupt routine, which would cause some of the internal functions of HuC to not work. Or maybe you could write a bit of logic in the hsync routine to jump to the HuC hsync code unless it falls on a specific RCR line(s), then it would execute user code.

It all depends on what the transparency effect is for. In an RPG, if I wanted the characters to have partial or full transparent shadow over them from a build or such, I'd probably keep a buffer in ram and overlay a mask to turn off bit of the last bitplane(3) and then upload the updated sprite. You'd have to limit the characters to 8 colors though. Or have two sprites - the underlying sprite with the darker/ligher/alt hue and the top sprite as normal. Masking out the same spot in all bitplanes would let the bottom sprite show through - alot of work, but your not limited to 8colors.

All the transparency effects have been flat model type - with the exception of the sprite silhouette trick. Doing semi-opaque pixel-by-pixel transparency really difficult. With a little clever coding, I shoud be able to reproduce the water stage effect from Phalanx on the SGX.

-Rich
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ccovell
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PostPosted: Wed Sep 06, 2006 4:25 pm    Post subject: Reply with quote

Tomaitheous wrote:
Chris, would you be interested in a simple(I think) project?


I may be. I just had to reformat my hard drive, so some things might be impossible. But anyway, what did you have in mind?
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Tomaitheous
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PostPosted: Wed Sep 06, 2006 4:35 pm    Post subject: Reply with quote

Cool Very Happy I'll PM you the details.
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shubibiman
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PostPosted: Wed Sep 06, 2006 9:50 pm    Post subject: Reply with quote

Hi Thomaitheous, I posted a link of your demo on Necstasy (the forum), so that french fans can enjoy it too. I just wanted to let you know. Wink
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Paranoia Dragon
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PostPosted: Thu Sep 07, 2006 2:42 am    Post subject: Reply with quote

Do you think you might feel like making an example sometimes, or would it take too much effort? I know, for one particular game we're working on, that I can't talk about, we were going to try to do a wave of water passing by....something, with a transparency effect.
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Tomaitheous
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PostPosted: Thu Sep 07, 2006 5:37 am    Post subject: Reply with quote

Shubibman: Awesome Very Happy

PD: I could write a demo, but to be honest it would really need to be customize to a specific scene or part of the game and that quite a few different ways to write it. It have to be done in ASM and it would be a clock cycle counting competition - possibly limiting the effect on the PCE to animation of 30fps or even 15fps. It all depends on... well everthing actually. There some other facters too, like if the game is running on SCD or ACD and how much buffer is set a side.

When you mean wave of water, do you mean a side view of a large swell? If you have some more specifics you can share, I could write a test demo - PM me if you're interested.
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Paranoia Dragon
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PostPosted: Thu Sep 07, 2006 7:51 am    Post subject: Reply with quote

Tomaitheous wrote:
Shubibman: Awesome Very Happy

PD: I could write a demo, but to be honest it would really need to be customize to a specific scene or part of the game and that quite a few different ways to write it. It have to be done in ASM and it would be a clock cycle counting competition - possibly limiting the effect on the PCE to animation of 30fps or even 15fps. It all depends on... well everthing actually. There some other facters too, like if the game is running on SCD or ACD and how much buffer is set a side.

When you mean wave of water, do you mean a side view of a large swell? If you have some more specifics you can share, I could write a test demo - PM me if you're interested.


PM'd Very Happy
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Tomaitheous
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PostPosted: Sun Sep 17, 2006 7:22 am    Post subject: Reply with quote

I'll just post the rest of the VPC demos on this thread.

Here's VPC demo #2.

The readme.

Code:
9/16/06.  SGX Demo VPC #2

 This is the second demo in the series of SuperGrafx VPC demos. This demo
shows more transparency effects through the use of the VPC two 'window'
settings. There are 4 different window configurations; window 1, window 2,
window 1 & 2 (overlap), and no windows. No 'active' windows does not mean the
display is disabled. You have have up to 3 window configurations in a given
scanline. If changes to the window settings are made during active display,
they will take effect on the following scanline. By changing the width of the
windows on each scanline you can build simple shapes. You can also invert the
shapes too - e.g. end of a stage effect in Super Mario World.

 In this demo I have duplicate sprites and backgrounds for VDC #1 and VDC #2.
One VDC has sprites and background tiles using the normal color palette, while
the other VDC sprites and background tiles uses the alt palette. I set the VPC
to enable VDC #1 display for window 2 only - window overlap and no window have
have only VDC #2 enabled. I also set the priority modes to noraml. None of the
background tiles use transparent color 0. On an interesting side note: using
priority mode 10b, you can cut additional holes into the transparency VDC layer.

 Button II switches between transparency modes. Button I toggles 'blur mode'.
 




 And a few screen shots.



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Paranoia Dragon
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PostPosted: Fri Sep 22, 2006 7:59 am    Post subject: Reply with quote

Very nice! I wish it were that easy for the regular PCE, but, if that could even be done at all, I figure it'd take alot of work for an effect so drastic as that.
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stevek666
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PostPosted: Sun Sep 24, 2006 1:30 am    Post subject: Reply with quote

Kaminari wrote:
You could try contacting Infinite Ventures, the current holder of all ICOM's IP (including the original MacVenture collection). Maybe someone there knows how to get in touch with the previous developers or the original head honcho -- Tod Zipnick I believe.
Many, many months ago I purchased "Sherlock Holmes..." and "Dracula Unleashed" DVD's from Infinite Ventures and, along with my order, I asked them about ICOM and if IV had *any* info on ICOM's IP.

Unfortunately, I received no answers to my questions Sad
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shaneandriu
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PostPosted: Thu Jul 29, 2010 12:58 pm    Post subject: Reply with quote

He looked at the outline of the test and it seems Exchange timer to 240 online gambling 240 CPR to suspend the effect of transparency. I saw in Utopia forum had been frozen for some time.
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