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Posted: Sun May 22, 2005 7:45 pm
by DoubleDutch
Who says?, older games couldnt render that much frames per second!.
in fact real scrollers didnt simply scroll a background from side to side.. bah its a whole different subject I wont get into because it will start a flame war.
Without staring a flame war, I'd really like to know what you mean...
What older (raster scan based) arcade games didn't run within a video frame (60hz)? I don't know any that didn't...
What do you mean when you say "in fact real scrollers didnt simply scroll a background from side to side", I really would like to know what you mean, I don't understand?
As noted above I really am curious and don't wish to start a flame war.
-Anthony
Posted: Sun May 22, 2005 8:51 pm
by DoubleDutch
btw - new version uploaded - this one has an option screen to allow you to select windowed or full screen version. (other options don't work at present)
-Anthony
Posted: Mon May 23, 2005 1:19 am
by dagcrack
Um seems like youre in your PC era.. and im on a little older era were you had to write pixel by pixel the backgrounds, etc...

Now people fights for a newer mouse design... and a while back we didnt care about anything else but a keyboard that worked for some BASIC programming

Posted: Mon May 23, 2005 9:10 am
by DoubleDutch
Um seems like youre in your PC era..
Nope, I'm talking about 70's, 80's and 90's Arcade games and to almost every extent console games. They have to run within a frame, it's basically the 1st unwritten rule of arcade games.
and im on a little older era were you had to write pixel by pixel the backgrounds, etc...
The only arcade motherboard that I can remember that used a bitmap display was SpaceInvaders and its clones(using basically the same board).
Space Invaders ran within a video frame btw.
Most others used multiple character mapped displays and hardware sprites.
It wasn't until the advent of Hard Drivin' (Atari) that they started going to pixel based displays (Hard Drivin' broke the frame rule btw and was universally declared unresponsive).
Is there an example of a (raster based) arcade game that doesn't run within the video frame?
and a while back we didnt care about anything else but a keyboard that worked for some BASIC programming
I'm from that era (I didn't use BASIC before though - it simply wasn't fast enough, nothing wrong with it however).
But with regards to games machines I think that you must be refering to the Spectrum or some other home computer, not a console or Arcade machine. Most people I know on these machines strived to make the game run within a frame, indeed many very good "tricks" were developed in order to make it look as if it was.
-Anthony
Posted: Mon May 23, 2005 5:46 pm
by dagcrack
I remember Bushnell wanting a time-machine to go back and not sell ATARI!! (well thats mostly what he was feeling). And he had the reason for... Those stupids couldnt manage the company... And they've been told "once a product goes out, forget about it, its already old, work on the next one and let the developers work on the games" .. he..he..he... they didnt listen :p
Golden ages... pong... hell yeah!, and its today that beginners starts their career by programming a pong clone hehe (at least we suggest them to do so)... (you know, they always want to make the next WoW killer.. pff and when you tell them that wont happen, they get mad at you! but for being frank, suggesting them to write a pong clone is quite good advice, at least they will understand the basics of game development... Because if you want to work on an mmorpg and you havent got any experience at your back.. hmm I bet you a beer he wont make it, although depends on the guy! but such big projects cant be done by a single untalented newbie).
Yes I think I went out of subject a little.. but as I read "atari" on your post I started to feel some energy inside me again

Posted: Mon May 23, 2005 8:40 pm
by DoubleDutch
The good old days!

Posted: Wed May 25, 2005 10:51 am
by Lebostein
Wow! I am very amazed! On my old 350Mhz PC with old 8MB graphic card on windows 98 the game runs very stable and fast! In windowed mode I have constant 50 fps (the windowed mode is normally slowly), very good programming job!!! I see no graphical glitches or other bugs. No problem with rotation screen (R). Great job, very good technical performance!!
I will test in fullscreen now (normally with more fps)), how I can start the game in fullscreen mode?
Posted: Wed May 25, 2005 11:22 am
by traumatic
How could I have missed this thread? Cool game!

Posted: Wed May 25, 2005 12:28 pm
by DoubleDutch
Lebostein & traumatic: Thanks
To start the game in full screen mode, just select it in options. If you then exit options it will reload in full screen mode.
If fullscreen mode can't be run, then you can run 640x480 16 bit colour.
Get back to me if this is the case & I will add some alternative modes.
Its still a WIP and more features will be added soon.
-Anthony
Posted: Wed May 25, 2005 2:12 pm
by Lebostein
DoubleDutch wrote:To start the game in full screen mode, just select it in options. If you then exit options it will reload in full screen mode.
It not works. When I switch in options from windowed to fullscreen, the game reload an start in windowed mode again. No chance.
Posted: Wed May 25, 2005 3:30 pm
by DoubleDutch
Do you know what 640x480 60hz screen modes work on your system? If you give me a list I'll put it in.
-Anthony
Posted: Wed May 25, 2005 3:41 pm
by DoubleDutch
Lebostein: Just made a new version for you to try that attempts:-
1st 640x480 16-bit mode
2nd 640x480 32-bit mode
3rd 640x480 24-bit mode
4th Windowed mode if all else fails!
This should cope with most setups out there.
Let me know if this works okay please..
http://www.doubledutchdesigns.com/download/voodoo.exe
-Anthony
Posted: Thu May 26, 2005 5:09 pm
by DoubleDutch
Lebostein: Please let me know if full screen works on your machine...
Baddies are starting to go in, all have the same "brain" at present - the spider brain!
Please check it out and report if it crashes, slows down, etc...
-Anthony
Posted: Fri May 27, 2005 6:36 am
by Lebostein
Hi DoubleDutch,
no fullscreen, sorry. Here is a list of my screenmodes.
Code: Select all
320x200x8@0Hz
320x200x16@0Hz
320x200x24@0Hz
320x200x32@0Hz
320x240x8@0Hz
320x240x16@0Hz
320x240x24@0Hz
320x240x32@0Hz
320x400x8@0Hz
320x400x16@0Hz
320x400x24@0Hz
320x400x32@0Hz
400x300x8@0Hz
400x300x16@0Hz
400x300x24@0Hz
400x300x32@0Hz
512x384x8@0Hz
512x384x16@0Hz
512x384x24@0Hz
512x384x32@0Hz
640x400x8@0Hz
640x400x16@0Hz
640x400x24@0Hz
640x400x32@0Hz
--------------------------------------
640x480x8@0Hz
640x480x16@0Hz
640x480x24@0Hz
640x480x32@0Hz
--------------------------------------
800x600x8@0Hz
800x600x16@0Hz
800x600x24@0Hz
800x600x32@0Hz
1024x768x8@0Hz
1024x768x16@0Hz
1024x768x24@0Hz
1024x768x32@0Hz
1152x864x8@0Hz
1152x864x16@0Hz
1152x864x24@0Hz
1152x864x32@0Hz
1280x960x8@0Hz
1280x960x16@0Hz
1280x960x24@0Hz
1280x960x32@0Hz
1280x1024x8@0Hz
1280x1024x16@0Hz
1280x1024x24@0Hz
1280x1024x32@0Hz
1600x1200x8@0Hz
1600x1200x16@0Hz
1600x1200x24@0Hz
1600x1280x8@0Hz
1600x1280x16@0Hz
1600x1280x24@0Hz
1792x1344x8@0Hz
1792x1344x16@0Hz
1800x1440x8@0Hz
1800x1440x16@0Hz
1856x1392x8@0Hz
1856x1392x16@0Hz
http://www.purearea.net/pb/CodeArchiv/G ... enmodes.pb
640x480 in 8,16,24 or 32 Bit is no problem for my graphic card.... is the examination of the screenmodes in your code correct?
My card is a matrox G200 8MB
http://www.matrox.com/mga/products/tech ... gag200.cfm
Posted: Fri May 27, 2005 9:52 am
by DoubleDutch
It may be the @0hz thats the problem....
I've just done a new version that will try a screen mode of 0hz after its tried 60hz...
Could you please try it - its in the usual place...
-Anthony