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Nikolay Dvornik
10000 baud on bukome?
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So I decided to write about how
you can lyse the driver forvicomm-like
demos at10000-19000 baud!!! (net speed
grow during transmission). The essence of the method is
to store a table decomposed into 1bit
structure of all 256 bytes (fast-principle type
ta), and then select from the clipboard
byte, send to the least significant bit of the register
table destination and, reading from the table,
codes to send them to the port, namely:
;hl-address of information
;bc-how much bytes output
;de-address of table
drv ld d,tabl' ;7
drv1 ld e,(hl) ;7
;----------25браз-------------
dup 8
ld а,(de) ;7
out (#fe),а ;12
inc d ;4
edup
inc hl ;6
ld d,table' ;7
ld e,(hl) ;7
dup 8
ld а,(de)
out (#fe),а
inc d
dup 5;
пор ;--------синхро
edup ;
edup ;блоками по 256 байт
....
;------------------------------
ret
Итого на 1 бит уходит 7+7+12+4+6+7=
ЧЗтакта, на 1 байт 8*43=3ЧЧтакта, итого
скорость (для 3.SМгц Пентагона) 71680/
344*50=10419бод! (чистой скорости), а в
кэше (на 7Мгц) 20837бод!!!Rules...
At the expense of the receiver. Reading the bits of the 1st
block, that is 2048 byte from #fe,and then
convert. For MulTiPlaYera simply
wow! So we divide 3D (fast) engine, and
oNl! let's cut it! :). It is clear that in terminals
this algorithm will not flog you that much,
since all sorts of clock pulses, con-
role sums, and in general - synchronous
transmission type - just SuXX, but acuhx-
The ronny just rules.
ЗD-Engine
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I decided to write an article about 3D. A
exactly how to implement faST
poL!goNs oUtpuT.The whole point isvolume,
that I finally realized that all these tech-
styrs are not needed - they look bad and
eat25-35fps. (suxx)
And then (there) it dawned on me that instead
Polygons can be usedsprites.
Someone will say - why rotate them?
along the axis for different viewing angles, in general
complete nonsense! And I’ll answer - why bother?
rachat, if the sprites are justgohh! A
namely: select how many degrees
children turn the “face” of the hero, yes,
so that with attributes and beautifully (colored
Bulo!), namely - by 11.3 degrees
(1 attribute) with screen size 256x192.
At the same time, when turning by 90 degrees,
you will need only 8 sprites of size
84x32. It is clear that there will be a process in the engine
stupid enlargement to full screen, because
use attributes in window 84x32 pro-
a hundred insanity, and a bit small, AIM
bad.
How it works. Just calculate the angle
vision and distance from the sprite to the eyes and
we output the corresponding part of the corresponding
waving sprite. How to find out: which
print sprite? Simply, knowing the angle of vision
nia (or better - its tangent), from the eyes
we build several straight lines (along the width of the view)
niya) in the map, while the sprite number is read-
taken from each point that belongs to
lies straight, will not become greater than 0, (0 -
emptiness), therefore further than this
we don’t see the object (bullets can also be done this way)
trace) and that's it - print everything according to
corresponding coordinates to the final one.
How it works. Just calculate the angle
vision and distance from the sprite to the eyes and
we output the corresponding part of the corresponding
waving sprite. How to find out: which
print sprite? Simply, knowing the angle of vision
nia (or better - its tangent), from the eyes
we build several straight lines (along the width of the view)
niya) in the map, while the sprite number is read-
taken from each point that belongs to
lies straight, will not become greater than 0, (0 -
emptiness), therefore furtherthis
we don’t see the object (bullets can also be done this way)
trace) and that’s it - we print everything according to
corresponding coordinates to the final one.
Hero models should be stored per full
screen, to look decent and rulez
Foreva!:)
I have only one question. Opeuhtu-
Play the game on single or directly on mul-
tiplayer? Please write.
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