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Forum: Coders. Blitz Basic Yesterday, 18:34
Replies: 5
Views: 325
Posted By Master484
If you just want the Back Playfield parallax...

If you just want the Back Playfield parallax effect to also scroll vertically like the sea surface does in the "clouds" level of Thunder Force 4, or like the grass field parallax moves up and down in...
Forum: project.Amiga Game Factory Yesterday, 14:33
Replies: 49
Views: 745
Posted By Master484
If I was making this game for the A500, then I...

If I was making this game for the A500, then I think I would do it this way:

Both the enemies and the Player would be BOBs. The fences and wire meshes would be normal background tiles, but I...
Forum: Coders. Blitz Basic 27 January 2020, 18:43
Replies: 5
Views: 325
Posted By Master484
I have tested this command only once, but I got...

I have tested this command only once, but I got it to work. And here is what I have written in my notes.

The syntax for the DisplayScroll command is this:

DisplayScroll Coplist ID,...
Forum: Nostalgia & memories 22 January 2020, 20:15
Replies: 26
Views: 1,067
Posted By Master484
When you look at games that were released on both...

When you look at games that were released on both Atari ST and Amiga, then you'll find out that many early Amiga games were "lazy Atari ST ports". Those early ST to Amiga ports totally ignored the...
Forum: Coders. Blitz Basic 07 November 2019, 15:02
Replies: 6
Views: 703
Posted By Master484
Here are DisplayControls values that I have used...

Here are DisplayControls values that I have used in my own dual PF programs. I don't know how "right" these values are, but they seem to work OK:

DisplayControls #CoplistID, 0, $1c00, $23

The...
Forum: Nostalgia & memories 22 October 2019, 23:29
Replies: 162
Views: 7,871
Posted By Master484
According to HOL it was also converted to the...

According to HOL it was also converted to the Sharp X68000, which is quite interesting, because this would mean that Xenon 2 might be the only "Amiga original" game ever to be converted to this...
Forum: Retrogaming General Discussion 26 September 2019, 19:16
Replies: 100
Views: 4,515
Posted By Master484
Here is a recent interview of Richard Aplin on...

Here is a recent interview of Richard Aplin on Xyphoe's Youtube channel:

https://www.youtube.com/watch?v=tqFZSKkLmFI

Interview starts at 1:00:56 and Amiga Final Fight is discussed from 1:37:00...
Forum: Retrogaming General Discussion 24 September 2019, 20:15
Replies: 100
Views: 4,515
Posted By Master484
This is true. Trying to fit the arcade version of...

This is true. Trying to fit the arcade version of Final Fight into a 512K Amiga was a doomed idea from the start. The idea is as crazy as doing Metal Slug on a A500, if not even crazier. :D

And...
Forum: Retrogaming General Discussion 21 September 2019, 15:13
Replies: 42
Views: 2,625
Posted By Master484
Many single screen platformers still feel like...

Many single screen platformers still feel like perfect games today: Parasol Stars, Fuzzball, Rodland etc. Easy to pick up, easy to learn and play. Simple concept and simple fun, well made games that...
Forum: Coders. Blitz Basic 21 September 2019, 14:51
Replies: 11
Views: 877
Posted By Master484
I haven't tested BBlit directly in this program. ...

I haven't tested BBlit directly in this program.

But I have tested it previously, and found out that BBlits on a 16 color screen are 25 % slower than QBlits on a 8+8 color Dual Playfield screen.
...
Forum: Coders. Blitz Basic 19 September 2019, 18:48
Replies: 11
Views: 877
Posted By Master484
Yeah, maybe in the future I'll gather the most...

Yeah, maybe in the future I'll gather the most useful ones, and put them all into some place.
Forum: Coders. Blitz Basic 18 September 2019, 14:35
Replies: 11
Views: 877
Posted By Master484
Point is a command that checks the color of a...

Point is a command that checks the color of a pixel at a certain XY position.

And this I use for collisions in the following way:

All enemies are drawn first. And after them all bullets. But...
Forum: Coders. Blitz Basic 17 September 2019, 21:28
Replies: 11
Views: 877
Posted By Master484
Uploaded a new version of the demo: V209. ...

Uploaded a new version of the demo: V209.

The previous version had a crash bug: it crashed if you made more than 200 objects, thanks to a non-working object amount limiter. But this has now been...
Forum: Coders. Blitz Basic 17 September 2019, 17:07
Replies: 11
Views: 877
Posted By Master484
Triple Buffering Example

http://eab.abime.net/attachment.php?attachmentid=64491&stc=1&d=1568729179

Here is a small Triple Buffering demo, which shows how this useful technique looks like in a running game. System...
Forum: Coders. Blitz Basic 15 September 2019, 16:55
Replies: 17
Views: 731
Posted By Master484
It could be. I haven't played Lotus 2 for a...

It could be. I haven't played Lotus 2 for a while. :)

But when you have a game that runs at 50 FPS, and never seems to get slowdown, then it's possible that it uses Triple Buffering.

I believe...
Forum: Coders. Blitz Basic 14 September 2019, 16:44
Replies: 17
Views: 731
Posted By Master484
Yes, In all likelyhood this is the number one...

Yes, In all likelyhood this is the number one cause for the slowdown. :)

Clearing the whole screen with Block, BlockScroll or CLS is very slow. Doing this eats almost all time that you have in a...
Forum: Coders. Blitz Basic 07 September 2019, 18:50
Replies: 15
Views: 893
Posted By Master484
No. "Blit" is the next fastest Blitz drawing...

No.

"Blit" is the next fastest Blitz drawing command. And it has no limitations and it's faster than QBlit.

But the problem with "Blit" is that there is no "easy and fast" way to clean the...
Forum: Coders. Blitz Basic 07 September 2019, 13:18
Replies: 15
Views: 893
Posted By Master484
If you draw moving objects with Blocks and clear...

If you draw moving objects with Blocks and clear with Blocks too, then the drawing operations will be very fast.

And you wouldn't even need to use Arrays to keep a list of "dirty blocks"; you can...
Forum: Coders. Blitz Basic 06 September 2019, 13:09
Replies: 161
Views: 21,271
Posted By Master484
Yes. Unless you have some VBLANK interrupt...

Yes.

Unless you have some VBLANK interrupt code going on, which I think can have an effect on the VPOS value right away VWAIT, especially if you're playing music from the VBLANK interrupt, which...
Forum: project.EAB 05 September 2019, 18:30
Replies: 14
Views: 1,730
Posted By Master484
I agree, a graphics sub-forum would be nice. ...

I agree, a graphics sub-forum would be nice.

This way there would be place to post stuff like those "arcade to Amiga color conversions" that people like to make, and to share graphics WIPs and...
Forum: News 05 September 2019, 18:10
Replies: 158
Views: 12,125
Posted By Master484
Great to see so many different moves for the...

Great to see so many different moves for the characters. :great

Does the game store both left and right facing versions of the characters in Chip RAM ? Or does it use some advanced tricks like...
Forum: Coders. Blitz Basic 04 September 2019, 13:25
Replies: 15
Views: 893
Posted By Master484
Yes, I think he used this method in the...

Yes, I think he used this method in the platformer Kiwi's Tale. But I think this was because of the advanced scrolling method; "Blit" and "ClipBlit" were the best commands for it, and these then...
Forum: Coders. Blitz Basic 03 September 2019, 19:24
Replies: 15
Views: 893
Posted By Master484
Yes. Unqueue simply clears pixels, erasing the...

Yes. Unqueue simply clears pixels, erasing the shape and all other contents of the bitmap at that spot.

This is why it's often used on a dual playfield where the front PF doesn't have any...
Forum: Coders. Blitz Basic 03 September 2019, 12:32
Replies: 15
Views: 893
Posted By Master484
Are you trying to find a method that is faster...

Are you trying to find a method that is faster than the normal "Qblit-UnQueue" process?

I have tried to do this myself, with a custom made "dirty rectangles" method, using "Blits" to draw my...
Forum: News 30 August 2019, 15:25
Replies: 158
Views: 12,125
Posted By Master484
This looks really amazing. Great graphics, well...

This looks really amazing. Great graphics, well designed palette and copper use, this looks almost like a Neo Geo game. :D

Also I like the animations and how the enemies react when they're hit;...
Forum: project.Amiga Game Factory 23 August 2019, 13:45
Replies: 46
Views: 2,975
Posted By Master484
Ok. :great But in any case, I'll soon make a...

Ok. :great

But in any case, I'll soon make a new shmup graphics set to OpenGameArt, using that 8+8 palette.

Who knows, maybe they'll be used in some future Amiga game, or I might even use them...
Forum: project.Amiga Game Factory 22 August 2019, 23:54
Replies: 46
Views: 2,975
Posted By Master484
Here are some graphics that I made in the past...

Here are some graphics that I made in the past for an abandoned A500 Dual PF shmup project.

And then I just draw some new stuff inspired by your project, and made this mock-up screenshot to see...
Forum: project.Amiga Game Factory 21 August 2019, 21:06
Replies: 46
Views: 2,975
Posted By Master484
I quickly counted the colors in the background,...

I quickly counted the colors in the background, and it seems that there are only 7 colors, although I could be wrong ?

The back playfield graphics don't need any transparent pixels, so you can use...
Forum: Coders. Blitz Basic 13 August 2019, 21:33
Replies: 58
Views: 4,641
Posted By Master484
If you mean a scrolling game that does scrolling...

If you mean a scrolling game that does scrolling by blitting every tile to the screen every frame, then yes, those tile blitting commands would be slowest part of the program. Slow with Block, and...
Forum: Coders. Blitz Basic 09 August 2019, 15:04
Replies: 58
Views: 4,641
Posted By Master484
About the score, it's indeed better not to show...

About the score, it's indeed better not to show it at all, except maybe between rounds.

This way the panel area height can be smaller, which is good for performance; the more "empty lines" the...
Forum: Coders. Blitz Basic 08 August 2019, 17:30
Replies: 58
Views: 4,641
Posted By Master484
In the actual game I would most likely use...

In the actual game I would most likely use sprites for the clock numbers, and the energy bars would be updated with simple filled Box drawing commands.

The status panel is a separate "screen", so...
Forum: project.Amiga Game Factory 07 August 2019, 21:10
Replies: 280
Views: 25,370
Posted By Master484
+1 :great

+1 :great
Forum: Coders. Blitz Basic 07 August 2019, 21:05
Replies: 58
Views: 4,641
Posted By Master484
Yes. I counted that 2 Players in both directions...

Yes. I counted that 2 Players in both directions take about 1,2 MB. So this means 800 kb can be used for everything else.

True, but when the characters jump, the shadow needs to stay in the...
Forum: Coders. Blitz Basic 07 August 2019, 15:04
Replies: 58
Views: 4,641
Posted By Master484
Also about Dhalsim, the SNES version is a lot...

Also about Dhalsim, the SNES version is a lot smaller than the arcade. Here is a 2x enlargened pic of the SNES version:

http://eab.abime.net/attachment.php?attachmentid=64011&stc=1&d=1565178991
...
Forum: Coders. Blitz Basic 06 August 2019, 20:40
Replies: 58
Views: 4,641
Posted By Master484
Ok, thanks for the explanation. And yes, it...

Ok, thanks for the explanation.

And yes, it could be that Blitz is doing its Blits in that slower way.

I remember that somewhere in this forum people have been discussing something like this,...
Forum: Coders. Blitz Basic 06 August 2019, 20:26
Replies: 58
Views: 4,641
Posted By Master484
That's right, some levels have no parallax, or...

That's right, some levels have no parallax, or have so little that you can barely notice it.

And for those levels I would not use Dual Playfield, but instead 32 or 64 color mode. This too is made...
Forum: Coders. Blitz Basic 06 August 2019, 19:29
Replies: 58
Views: 4,641
Posted By Master484
Everything has been coded in Blitz Basic. And as...

Everything has been coded in Blitz Basic. And as a Blitz coder, I'm not even sure what the bitplane masks mean. I just grab Shapes with a command called GetaShape, and then either Blit them, or turn...
Forum: Coders. Blitz Basic 05 August 2019, 16:35
Replies: 58
Views: 4,641
Posted By Master484
Yes, this is one possibility. The only...

Yes, this is one possibility.

The only complication would be how to split the animation frames of each character so that they can be easily loaded either as BOBs or as 64 pix wide sprites.

For...
Forum: Coders. Blitz Basic 18 July 2019, 16:03
Replies: 106
Views: 22,279
Posted By Master484
Yes, I have taken a quick look at the Leathered's...

Yes, I have taken a quick look at the Leathered's Final Fight project source code.

I think all Shapes in it were pre-flipped, so it had both the left and right versions in Chip RAM. Although I...
Forum: Coders. Blitz Basic 16 July 2019, 18:29
Replies: 106
Views: 22,279
Posted By Master484
Well, it would be one "GetaShape" and one "XFlip"...

Well, it would be one "GetaShape" and one "XFlip" per character, versus doing two "XFlips" per character.

But yes, I think that I once tested the speed of "GetaShape", and it was very slow when...
Showing results 1 to 40 of 413

 
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