Just another crazy stress test on SBDL new features: plasma effect, fire effect, doom fire effect, alpha blended sprites, scrolling text. Added FSM to the mix because it looks cool. To do: replace default random number generator, it’s very slow for realtime per-pixel updates.
Edit (1): changed fire update to xorshift32, doom fire is a bit faster now, but overall still a bit slow… Arrrgh!
Edit (2): optimized a bit the x2 bilinear interpolator and added some pointers here and there for fast array access during fire updates. Now it should run smoother, but still slow in the emulator. Arrrgh!
Edit (3): added no interpolation as an option. Faster interpolation. Interpolation is just a bit slower than no interpolation (pixel doubling).
SkyBerron FSM.bin (128.8 KB) (default random number generator)
SkyBerron FSM_2.bin (129.5 KB) (using xorshift32 rng)
SkyBerron FSM_3.bin (128.6 KB) (minor speed optimizations)
SkyBerron FSM_4.bin (128.7 KB) (optimized interpolation)
SkyBerron FSM_5.bin (175.3 KB) (more background effects!)
Although palettes and effects are changed automatically every few seconds, these keys can be used:
- Up/Down: when there isn’t a palette transition in progress, switches between plasma, classic fire and doom fire
- Left/Right: when there isn’t a palette transition in progress, switches to a different palette
- A: toggle FSM vanishing
- B: toggle FSM being a source for fire effect
- C: toggle between interpolation and pixel doubling