Author Topic: a question  (Read 3790 times)

Undo

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« on: 2002-10-03 12:22:37 »
Hi
I'm a 6510 asm coder (among other cpu's) and I was thinking about adding a small 3d model to one upcoming project, since I'm quite fond of ff7 I thought it would be nice to have a little tifa spinning around.
So my question for you guys is around how many vert's do a field model contain? (I need to calculate if my code can handle it at a decent framerate)

cheers

Sephiroth 3D

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« Reply #1 on: 2002-10-03 17:55:48 »
It's variable, depending on what the object requires. A model of a character would be small, in terms of verts, in comparison to, say the model of Big Clod. And you also have to remember that FF7 is over 5 years old. The 3D tech that spawned it is VERY out of date, and any 3D card now, can handle higher poly counts.

Course, you could just use Fice's LPGTools with either Alhexx's Ultima, or Mirex's Conv progs, and rip a Tifa into a model format you can use...

Anonymous

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« Reply #2 on: 2002-10-03 21:40:33 »
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Undo

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« Reply #3 on: 2002-10-04 06:53:49 »
Hehe :)
Seph3D unfortunatly Jari is right.. I'm doing this on a stock c64 (no REU or SuperCPU here) so I only got ~1Mhz of cpu and around 64kb of Ram (Rom included but can ofcourse be locked out).
The vertex calculation routine is really the only timeconsuming one. Poly's are't that hard to calculate if we use a couple of tricks. Though I got a few more problems, the 3d display will only be 128*128 pixels, so the whole model might get a little sqeezed. I also have to code my own converter tools and such. Anyway I'm going to dig a little, fiddle a little and perhaps give it a try.

Sidenote @Jari: MSX? never coded on one, I had one friend who owned one and I wasn't to impressed. (mainly a gameconsole)  :-? I've coded for several old cpu's from the 80's including z80(z80gb), 6502, 6510, 65C816 and a few newer ones like the R3000A and just recently ARM7T (which is a dream to code in asm :) ..6502(NES, AppleIII etc),  is almost the exact same cpu as the 6510 just small differences, possibly unidentified opcodes and such too. Long live the old machines.. :)

mirex

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« Reply #4 on: 2002-10-04 11:19:15 »
Welcome to the boards Undo. :)
To your question, field Tifa has 423 verts & 560 polygons. Cloud has 366 & 528, Yuffie 439 & 580. Others have similar values. Maybe it could be decreased (by sacrificing few details) in some 3d modeling program.

Maybe if you would like to, i could convert you a model you need to some raw format.

Alhexx

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« Reply #5 on: 2002-10-06 10:36:31 »
Hello Undo!

Programming on a 1 MHz Machine ?? Well, my good ol' Amiga 600 has 7 MHz !

I don't have a clue 'bout 6510 language or C64 ... but that should get *really* hard ...
As soon as I find some free time, I'll write a newer version of my .p format description, so you *should* be able to get some info out of it...

 - Alhexx

Undo

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« Reply #6 on: 2002-10-07 07:55:39 »
Quote from: mirex
Welcome to the boards Undo.

thanks :)

Quote from: mirex
..Maybe if you would like to, i could convert you a model you need to some raw format.


Well I haven't really decided on a format, I guess I'll have to convert each vert to a single signed byte (or unsigned depending on how much of the calculations will be precalculated). I'll look into this..

Quote from: Alhexx
Programming on a 1 MHz Machine ?? Well, my good ol' Amiga 600 has 7 MHz !

I don't have a clue 'bout 6510 language or C64 ... but that should get *really* hard ...
As soon as I find some free time, I'll write a newer version of my .p format description, so you *should* be able to get some info out of it...



Hi Alhexx
hehe, well the c64 scene is still alive and kicking.. It's amazing what all the sceners can do with only 1mhz of cpu and only a limited amount of RAM. Download a c64 emu and a couple of demos by Reflex,Samar or any other respectable group and you'll be suprised. Besides the 6510 is a relaxing cpu to play with when you're taking a break coding for newer ones.

hard? nah, it will just take some consideration and research.. it's possible that I may not reach a very high framrate even using lot's of precalculated tables and other tricks.. I probably then settle for a nice vertex model rotation with an option to render when a key is struck or something. Anyway, I think this will be a fun little project to fiddle around with.

looking forward to your .p format description update then.. :)

thanks a lot everybody
cheers
Undo

mirex

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« Reply #7 on: 2002-10-08 11:16:38 »
I think that you dont have to wait for a updates for a newer descriptions of P file, current ones have enough of info for your needs IMHO. I thought that if you need vertexs and polygons and maybe colours, then all of that is already published. In newer versions there'll be described texturing & better group loading AFAIK.

Uh C64, i remember that, i have it stashed somewhere under the bad. 5.4" disk drive got broken, so i could not play any more games on it, and programming was not my main interest in those years .. hmm i tried basic on it anyhow ... .. ... .... anybody wants to buy a C64 with a few diskettes, one game cartridge and a broken drive (it works sometimes, but usually it just spins nonstop) ?