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Forum: Coders. Blitz Basic 26 June 2018, 14:53
Replies: 136
Views: 5,426
Posted By Master484
Also the different versions of Blitz is one...

Also the different versions of Blitz is one factor that can affect speed. ABS and QABS may give different results on AmiBlitz and Classic Blitz 2.1, because the code might be different, and also some...
Forum: Coders. Blitz Basic 25 June 2018, 13:52
Replies: 136
Views: 5,426
Posted By Master484
Yes, although I think that with single point...

Yes, although I think that with single point bullets there are still some adds and substracts, because when you check if the bullet center point is inside the enemy rectangle, then for the left box...
Forum: Coders. Blitz Basic 23 June 2018, 10:56
Replies: 136
Views: 5,426
Posted By Master484
That's right, in a single playfield 16 or 32...

That's right, in a single playfield 16 or 32 color mode game BlitColl would be hard to use.

An alternative command for those games would be the Point(X,Y) which can be used in the same way as...
Forum: Coders. Blitz Basic 23 June 2018, 10:20
Replies: 153
Views: 13,651
Posted By Master484
I tested the PaletteRange command and it seems to...

I tested the PaletteRange command and it seems to work on classic Blitz 2.1 at least, but the color values given have to be between 0-255, even if it's an OCS screen with OCS palette.

Also you...
Forum: Coders. Blitz Basic 22 June 2018, 14:55
Replies: 136
Views: 5,426
Posted By Master484
I found a way to dramatically speed up the...

I found a way to dramatically speed up the collisions: The Blitz command BlitColl. :D

I simply put that before the bullet QBlits, and if it returns true, then a collision variable is set to -1....
Forum: Coders. Blitz Basic 19 June 2018, 19:14
Replies: 136
Views: 5,426
Posted By Master484
Thanks for doing the tests with the ABS function....

Thanks for doing the tests with the ABS function.

I have tried to solve this problem on paper, trying to come up with formulas for counting the distance between X1 and X2, that would always bring...
Forum: Coders. Blitz Basic 18 June 2018, 13:43
Replies: 136
Views: 5,426
Posted By Master484
Believe it or not, it's true. :great The...

Believe it or not, it's true. :great

The speed of the 4 IFs is based on the fact that in most cases it only checks one or two IFs. The third and fourth IF almost never get executed.

But despite...
Forum: Coders. Blitz Basic 17 June 2018, 14:33
Replies: 136
Views: 5,426
Posted By Master484
Yeah I know about macros, and some day I'll...

Yeah I know about macros, and some day I'll probably try to learn how to use them. :)

I'll check if this is possible, but I'm not sure if that sort of variable change trick from positive to...
Forum: Coders. Blitz Basic 16 June 2018, 12:35
Replies: 136
Views: 5,426
Posted By Master484
Not much, except that Gosubs add some extra...

Not much, except that Gosubs add some extra slowdown, especially when they are inside the loop that goes through all objects. Each Gosub adds two operations: "jump to address" + "Return". And if...
Forum: Coders. Blitz Basic 15 June 2018, 15:08
Replies: 136
Views: 5,426
Posted By Master484
http://eab.abime.net/attachment.php?attachmentid=5...

http://eab.abime.net/attachment.php?attachmentid=58584&stc=1&d=1529067771

I made a small collision test program. ADF with source is in the attachment of this post.

The instructions are printed...
Forum: Coders. Blitz Basic 13 June 2018, 21:18
Replies: 136
Views: 5,426
Posted By Master484
I just tested this and indeed trying to create a...

I just tested this and indeed trying to create a 1+3 dual PF resulted in an error.

But 2+3 worked fine, and in comparison to 3+3 drawing speed increased by some 10 %.

---

Also I quickly...
Forum: Coders. Blitz Basic 13 June 2018, 13:39
Replies: 136
Views: 5,426
Posted By Master484
More about the Dual Playfield effects on CPU...

More about the Dual Playfield effects on CPU speed, the Amiga hardware manual says this:

" ...if there are more than four bit-planes, bit-plane DMA will begin to steal cycles from the 68000 during...
Forum: Coders. Blitz Basic 13 June 2018, 13:35
Replies: 153
Views: 13,651
Posted By Master484
I quickly tested this and seems like the highest...

I quickly tested this and seems like the highest value is 311. And I think the values higher than 256 (or 255 since 0 counts as a value too) are always outside the normal display height of 256.
Forum: Coders. Blitz Basic 12 June 2018, 14:37
Replies: 136
Views: 5,426
Posted By Master484
I have tested reducing the screen size both...

I have tested reducing the screen size both vertically and horizontally, and both methods give more speed. I'm not sure which way is better, but I could do some tests later.

Blitz manual also...
Forum: Coders. Blitz Basic 11 June 2018, 20:52
Replies: 136
Views: 5,426
Posted By Master484
Here is one more idea: Add four more...

Here is one more idea:

Add four more variables for the bullets: bulletLeftSide, bulletRightSide, bulletUpSide, bulletDownSide.

Use these variables to store the X and Y locations of the bullets...
Forum: Coders. Blitz Basic 11 June 2018, 16:19
Replies: 136
Views: 5,426
Posted By Master484
This should surely improve speed, if it's done in...

This should surely improve speed, if it's done in the right way. :great

However, I just realized that in the example code that I gave, I may have done it in the wrong way. :D

So here again...
...
Forum: Coders. General 11 June 2018, 15:19
Replies: 18
Views: 1,213
Posted By Master484
For 25 FPS I also use a frame counter that starts...

For 25 FPS I also use a frame counter that starts from 0, and +1 is added to it in every vertical blank interrupt.

But I have only 1 wait for vbl.

But just before the "wait for vbl" command...
Forum: Retrogaming General Discussion 11 June 2018, 15:16
Replies: 145
Views: 7,199
Posted By Master484
Nice looking demos, it would certainly be cool to...

Nice looking demos, it would certainly be cool to have a better conversion of Robocop for the A500. And why not Mortal Kombat 3 too. :great

But as you said, making arcade games is not easy, and it...
Forum: Coders. Blitz Basic 10 June 2018, 16:31
Replies: 136
Views: 5,426
Posted By Master484
Indeed, I would even say that this is the most...

Indeed, I would even say that this is the most important thing when planning your general code flow.

I myself didn't realize this until I made some tests after reading some of the discussions in...
Forum: Retrogaming General Discussion 10 June 2018, 10:30
Replies: 145
Views: 7,199
Posted By Master484
Yes, it has 8 sprites in 64 pixel width too. But...

Yes, it has 8 sprites in 64 pixel width too. But those are 4 color sprites, and to make them 16 color half of the sprite channels are "lost", so this is why I was talking about 4 sprites. :)
Forum: Coders. Blitz Basic 10 June 2018, 10:10
Replies: 136
Views: 5,426
Posted By Master484
Ok. :) I tested the speed of ABS in my speed...

Ok. :)

I tested the speed of ABS in my speed tester program.

1000 ABS commands took 7 frames with VPOS around 50.

So unfortunately ABS seems quite slow. But the idea of counting the distance...
Forum: Coders. Blitz Basic 09 June 2018, 22:35
Replies: 136
Views: 5,426
Posted By Master484
It might have been that you tested it in a case...

It might have been that you tested it in a case where the variable was used only once, in which case there is no speed difference.

So if you have:

ObjectX (obj number) + 5

And change it to:...
Forum: Retrogaming General Discussion 09 June 2018, 21:51
Replies: 145
Views: 7,199
Posted By Master484
Mega Typhoon uses many different tricks to get...

Mega Typhoon uses many different tricks to get lots of moving stuff to screen, but at the core of the awesomeness is sprite multiplication. :)

But sprite multiplication isn't so useful in a...
Forum: Retrogaming General Discussion 09 June 2018, 19:41
Replies: 145
Views: 7,199
Posted By Master484
I think Double Dragon 3...

I think Double Dragon 3 (http://hol.abime.net/396) is the only scrolling beat em up on Amiga that runs at 50 FPS.

I tested it on WinUAE and it handles player + 3 enemies at 50 FPS, but if you add...
Forum: Coders. Blitz Basic 09 June 2018, 18:52
Replies: 136
Views: 5,426
Posted By Master484
One thing that you could try is to use normal...

One thing that you could try is to use normal variables instead of variables that are inside of lists, arrays or NEWTYPE lists.

Variables that look like "enemy()\x" are super slow. And I think the...
Forum: Coders. Blitz Basic 11 March 2018, 14:50
Replies: 26
Views: 2,250
Posted By Master484
I tested RectsHit vs this method posted by...

I tested RectsHit vs this method posted by Daedalus:

If x >= zonex1
If x <= zonex2
If y >= zoney1
If y <= zoney2
collision = True
End If
End If
End If
Forum: Coders. Blitz Basic 06 March 2018, 19:15
Replies: 26
Views: 2,250
Posted By Master484
Ok, I tested the Zone() command some more, and...

Ok, I tested the Zone() command some more, and there indeed seems to be a bug in the command.

Although I don't know how this command works since it's not mentioned in the manual, but from the...
Forum: Coders. Blitz Basic 06 March 2018, 17:38
Replies: 26
Views: 2,250
Posted By Master484
Hmm, I tested the Zone() again, and looks like I...

Hmm, I tested the Zone() again, and looks like I have made a small mistake. :rolleyes

When I made the test, I tested with Zone(x,y) , but didnt notice that before the test part I had the line...
Forum: Coders. Blitz Basic 06 March 2018, 10:55
Replies: 26
Views: 2,250
Posted By Master484
Ok, I should have checked the manual before...

Ok, I should have checked the manual before posting. :)

So then this code that I pointed out earlier...

If pill(pid)\state=3
pid+1
Pop If : Goto pillupdate
End if..Actually just needs to...
Forum: Coders. Blitz Basic 05 March 2018, 17:48
Replies: 26
Views: 2,250
Posted By Master484
I did a little bit more testing on the speed of...

I did a little bit more testing on the speed of pointers vs normal variables, this time comparing results on A500 and A1200.

Here are the test results for time consumed in 10000 increment...
Forum: Coders. Blitz Basic 05 March 2018, 10:57
Replies: 26
Views: 2,250
Posted By Master484
Or maybe the reason is the FPU code that I read...

Or maybe the reason is the FPU code that I read some AmiBlitz commands use; maybe Newtype handling in AmiBlitz uses FPU but normal variables do not, which would explain why newtype variables are...
Forum: Coders. Blitz Basic 04 March 2018, 17:54
Replies: 26
Views: 2,250
Posted By Master484
Hmm, that's interesting, I tested this in my own...

Hmm, that's interesting, I tested this in my own speed program, and I still got faster results for normal words and longs, than newtype words and longs. I use the classic Blitz 2.1, and on all WINUAE...
Forum: Coders. Blitz Basic 04 March 2018, 13:33
Replies: 26
Views: 2,250
Posted By Master484
Another good speed trick is to minimize the...

Another good speed trick is to minimize the amount of operations with NEWTYPE variables like " enemy(id)\x " , because they are lot slower than normal variables.

What I usually do in my own...
Forum: Coders. Blitz Basic 16 February 2018, 14:47
Replies: 3
Views: 659
Posted By Master484
I made an updated version of the program, which...

I made an updated version of the program, which has been added to the attachments of the first post.

The old version had one crash bug that would cause an "array subscript out of range" error when...
Forum: Coders. Blitz Basic 11 February 2018, 12:42
Replies: 3
Views: 659
Posted By Master484
Maybe, although I have never used macros before,...

Maybe, although I have never used macros before, and right now the loop unrolling process is still quite simple and can be achieved with a few copy pastes. But if the program gets more complex, then...
Forum: Coders. Blitz Basic 10 February 2018, 17:06
Replies: 3
Views: 659
Posted By Master484
Blitz Raycaster Demo

http://eab.abime.net/attachment.php?attachmentid=56736&stc=1&d=1518278563


This is a small Blitz raycaster demo that I made to test if Blitz could handle raycasting.

The ADF is in the...
Forum: Coders. Asm / Hardware 14 January 2018, 18:01
Replies: 140
Views: 14,369
Posted By Master484
Ok, I'll exit the thread and leave it to you...

Ok, I'll exit the thread and leave it to you guys. :)

I just thought to share these ideas, as they seemed to good to me. But agreed, maybe it would be better to make a some kind of proof of...
Forum: Coders. Asm / Hardware 14 January 2018, 10:59
Replies: 140
Views: 14,369
Posted By Master484
I thought a little bit more about my idea, and I...

I thought a little bit more about my idea, and I came up with a version that doesn't need any data reads or pixel comparisons.

So we would start with the same thing: no screen clearing and the...
Forum: Coders. Asm / Hardware 13 January 2018, 18:31
Replies: 140
Views: 14,369
Posted By Master484
Thanks for the explanation. Indeed that makes my...

Thanks for the explanation. Indeed that makes my idea look quite slow. So back to the drawing board. :)

Although in theory the idea is fascinating, because the previous frame always approximately...
Forum: Coders. Asm / Hardware 13 January 2018, 10:52
Replies: 140
Views: 14,369
Posted By Master484
I would make a data table which holds the color...

I would make a data table which holds the color values of each pixel in the screen.

And when drawing new pixels to screen, I would check the old values from this table, and in those cases where...
Showing results 1 to 40 of 328

 
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