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- UNIVERSAL MINECRAFT EDITOR ITEMS ARENT LOADING RIGHT UPDATE
- UNIVERSAL MINECRAFT EDITOR ITEMS ARENT LOADING RIGHT CODE
These machines were not much by modern standards but for the hacker mind they were an amazing playground where you had just your assembly code and the hardware to exploit without the layers and layers of abstractions of modern gear. Again the sprite engine would not get the signal to stop drawing and continue drawing in the side border outside the 320x200 pixel nominal capabilities of the hardware.įor side border it was necessary to do this for every scan line (and every 8th line would have different timing, probably related to fetching the next line of text), so timing was critical to the exact CPU cycle. The side-border is a variation on this where you time your code to wait for the 39th character of a scan line then switch from 40-character wide to 38-wide. The in the vertical blanking before the top line was draw you would switch it back from 24 to 25 lines of text. This would cause it to keep drawing sprites below the bottom border. The sprite hardware would then not get the signal to stop drawing after the last line since that presumably already happened with fewer lines to display. This was done by waiting for the GPU to start drawing the bottom line of text on the screen and then switching to a mode with one less line of text. Speaking about the C64 the exact instruction timing was also key to the two rather clever hacks to put sprites outside the nominally drawable 320x200 pixel screen area.įirst in the top and bottom border. A single divide per pixel would blow your entire clock budget! "Perspective correct" texture mappers were not common in the 90s, and games like Descent that relied on them used lots of approximations to make it fast enough. The hard part was dividing, which is required for perspective calculations in a 3D game, but was super slow and not amenable to fixed-point techniques. The other big challenge was that floating point was slow back then (and certain processors did or didn't have floating-point coprocessors, etc.) so we used a lot of fixed point math and approximations. With those techniques, you could make a game where the graphics were 3D and redrawn from scratch every frame. You also had to keep overdraw low (meaning, each part of the screen was only drawn once or maybe two times). With 34 clocks, you could write a texture mapper (in assembly) that was around 10-15 clocks per pixel (if memory serves) and have a few cycles left over for everything else. memcpy'ing each line of a sprite) so we could beyond 2D mario-like games to 3D ones. 34 clocks was way more than needed for 2D bitblt (e.g. In the 90s we got to the point where you had a pentium processor at 66 Mhz (woo!) At that point your 66Mhz / 320 (height) / 200 (width) / 30 (fps) gave you 34 clocks per pixel. The led to games like donkey kong where there was a static world and only a few elements updated. So you had to do stuff like only redraw the part of the screen that moved.
UNIVERSAL MINECRAFT EDITOR ITEMS ARENT LOADING RIGHT UPDATE
Before the 90s it was hard to even update all pixels on a 320x200x8bit (i.e. We thought about things in terms of how many instructions per pixel per frame we could afford to spend.