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Forum: Coders. Asm / Hardware 19 August 2019, 10:37
Replies: 99
Views: 9,133
Posted By zero
Gods is one of the best games ever made! I...

Gods is one of the best games ever made!

I think it really depends what type of game you prefer. There is certainly no equivalent to Mario on the Amiga, but also there is nothing like Gods on the...
Forum: Coders. Asm / Hardware 16 August 2019, 11:02
Replies: 99
Views: 9,133
Posted By zero
All the classic NES games are Japanese and a very...

All the classic NES games are Japanese and a very different style to the mostly western games on the Amiga. You can't really compare them directly, it's like trying to decide if heavy metal or jazz...
Forum: Coders. Asm / Hardware 16 August 2019, 10:58
Replies: 99
Views: 9,133
Posted By zero
European and US developers had a very different...

European and US developers had a very different style. They just didn't do that Japanese style of platform and shumup game. Occasionally they came close, Apidya for example, but usually they ended up...
Forum: Coders. Asm / Hardware 15 August 2019, 18:26
Replies: 99
Views: 9,133
Posted By zero
I sometimes wonder if this was because a lot of...

I sometimes wonder if this was because a lot of Amiga users has monitors. The flicker was much more noticeable on a monitor than on a TV. I guess TVs were designed to make the image persist a bit...
Forum: Coders. Asm / Hardware 15 August 2019, 10:39
Replies: 99
Views: 9,133
Posted By zero
I guess you haven't played the original arcade...

I guess you haven't played the original arcade version much. I own an original board, BTW.

The game is played out in a claustrophobic little maze and the ghosts are often right on your tail....
Forum: Coders. Asm / Hardware 14 August 2019, 18:03
Replies: 99
Views: 9,133
Posted By zero
It looks visually impressive, and the player...

It looks visually impressive, and the player enjoys having a huge amount of firepower at their disposal, and feels skillful at avoiding a screen full of bullets and enemies.

Really hardware was...
Forum: Coders. Asm / Hardware 14 August 2019, 15:12
Replies: 99
Views: 9,133
Posted By zero
Yes, that's what pipelining refers to. You need...

Yes, that's what pipelining refers to. You need to arrange the memory accesses so that they happen when the bus is available and use the cycles in-between for other stuff.



Remember that the...
Forum: Coders. Asm / Hardware 14 August 2019, 10:31
Replies: 99
Views: 9,133
Posted By zero
I meant you can pipeline the generation of the...

I meant you can pipeline the generation of the grid address on an A1200... Although I'm starting to wonder if I was right, I forgot there is no swap.w op-code.

But actually there is a better way...
Forum: Coders. Asm / Hardware 13 August 2019, 10:37
Replies: 99
Views: 9,133
Posted By zero
Have a look at the video I posted. It IS very...

Have a look at the video I posted. It IS very inaccurate, but that's the trade-off that Konami made. It favours the player and the game is still a classic and immensely fun.

Very few games have...
Forum: Coders. Asm / Hardware 13 August 2019, 10:32
Replies: 99
Views: 9,133
Posted By zero
"Calculating" the grid coordinate is trivial....

"Calculating" the grid coordinate is trivial. Simply discard the lowest 3 or 4 bits of the X and Y coordinates (depending on your grid size) and combine into a single word. There is some overhead but...
Forum: Coders. Asm / Hardware 12 August 2019, 16:38
Replies: 99
Views: 9,133
Posted By zero
You can, but that's still 6 x memory reads ...

You can, but that's still

6 x memory reads
2 x subtractions
1 x addition
2 x sign check
2 x sign change
1 x comparison/branch

compared to
Forum: Coders. Asm / Hardware 12 August 2019, 10:23
Replies: 99
Views: 9,133
Posted By zero
Then you are doing it wrong ;-) Bounding box...

Then you are doing it wrong ;-)

Bounding box looks like this:

if (x >= box_left) && (x <= box_right) && (y >= box_top) && (y <= box_bottom)

Where as grid looks like this:

if (player_grid...
Forum: Coders. Asm / Hardware 11 August 2019, 11:44
Replies: 99
Views: 9,133
Posted By zero
Have a look at this video of Gradius on the PC...

Have a look at this video of Gradius on the PC Engine:

https://youtu.be/lRqSp5J-6Mg

The collision detection is "loose" to say the least. The level 1 boss (volcanoes) at 2:30 are a great...
Forum: Coders. Asm / Hardware 24 January 2019, 10:37
Replies: 99
Views: 9,133
Posted By zero
Ah, that was my fault. I meant 2x2. I was...

Ah, that was my fault. I meant 2x2. I was thinking 4 tests and it got mistranslated between by brain and the keyboard :-)
Forum: Coders. Asm / Hardware 23 January 2019, 18:32
Replies: 99
Views: 9,133
Posted By zero
One way of managing it is to change from "I have...

One way of managing it is to change from "I have to do this many collision tests each time" to "this is how many collision tests I can do per frame".

So you might have a loop that does collision...
Forum: Coders. Asm / Hardware 23 January 2019, 18:28
Replies: 99
Views: 9,133
Posted By zero
I think you misunderstand me here. I don't know...

I think you misunderstand me here. I don't know where you get 16 reads from.

What I mean is that the bullet graphic doesn't have to match the hit box, just like the player one doesn't. Having a...
Forum: Coders. Asm / Hardware 23 January 2019, 15:59
Replies: 99
Views: 9,133
Posted By zero
You don't need to do 4 writes. Just ignore the...

You don't need to do 4 writes. Just ignore the alignment issues, make the player shots a 4x4 grid if necessary. It actually helps to make the player shots large and fast here.

The tests aren't...
Forum: Coders. Asm / Hardware 23 January 2019, 13:55
Replies: 99
Views: 9,133
Posted By zero
The tile method massively reduces the number of...

The tile method massively reduces the number of tests though.

For example, say you fill tiles with an index number for each enemy. Now rather than testing every player bullet against every enemy,...
Forum: Coders. Asm / Hardware 23 January 2019, 13:46
Replies: 99
Views: 9,133
Posted By zero
Don't you calculate a lot of that stuff for the...

Don't you calculate a lot of that stuff for the blitter anyway?

Another option might be to add an extra hidden bitplane that just has a collision map. It doesn't get displayed so doesn't eat up...
Forum: Coders. Asm / Hardware 22 January 2019, 18:29
Replies: 99
Views: 9,133
Posted By zero
Do you need a linked list? Why not just build a...

Do you need a linked list? Why not just build a linear list every frame as you go through rendering objects?

Actually it might be faster to avoid the list entirely. If your collision map is only...
Forum: Coders. Asm / Hardware 22 January 2019, 16:19
Replies: 99
Views: 9,133
Posted By zero
You might be able to do player shots every other...

You might be able to do player shots every other frame too, depending on their size and speed and how much accuracy you want.

Say your shot is 8 pixels wide and moves 8 pixels per frame. You can...
Forum: Coders. Asm / Hardware 22 January 2019, 13:31
Replies: 99
Views: 9,133
Posted By zero
What is your screen setup? Are you using sprites...

What is your screen setup? Are you using sprites for the background, or dual playfield?

Another trick you can use is to only do collision detection every other frame, or on half the objects each...
Forum: Coders. Asm / Hardware 21 January 2019, 10:21
Replies: 99
Views: 9,133
Posted By zero
Can you describe the game a little? For example,...

Can you describe the game a little? For example, do the bullets travel in 8 directions or are they just going vertically/horizontally?

One trick is to use dual playfield mode, draw the shots on...
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