English Amiga Board


Go Back   English Amiga Board > Search Forums

Showing results 1 to 40 of 185
Search took 0.02 seconds.
Search: Posts Made By: zero
Forum: Coders. General 31 August 2018, 13:09
Replies: 117
Views: 6,362
Posted By zero
Okay... I'm trying to work this out, how many...

Okay... I'm trying to work this out, how many polygons per frame are you drawing? I make it 9,375 (62,500x15/100) which is quite a lot for one frame. Games like NSP and flight sims are probably well...
Forum: Coders. General 31 August 2018, 10:02
Replies: 117
Views: 6,362
Posted By zero
Okay, that's good. So what is your raw fill rate...

Okay, that's good. So what is your raw fill rate now? For example, if you want to fill the entire screen with a grid triangles, say 64 so you have one per colour, without doing all the 3D calculation...
Forum: Coders. General 30 August 2018, 18:06
Replies: 117
Views: 6,362
Posted By zero
So you got rid of this table? 19$ move.w d7,...

So you got rid of this table?

19$ move.w d7, (a1)+
18$ move.w d7, (a1)+
17$ move.w d7, (a1)+
16$ move.w d7, (a1)+
15$ move.w d7, (a1)+
14$ move.w d7, (a1)+
13$ move.w d7, (a1)+...
Forum: Coders. General 30 August 2018, 09:59
Replies: 117
Views: 6,362
Posted By zero
Think about how you can optimize the scanline...

Think about how you can optimize the scanline drawing code. You have two scenarios.

1. Very short span, all in one word. Can be optimized with a 256 byte lookup table.

2. Longer spans, which...
Forum: Coders. General 29 August 2018, 11:57
Replies: 27
Views: 9,565
Posted By zero
Surprised about JetStrike. It's pretty well...

Surprised about JetStrike. It's pretty well optimized. But wasn't there an AGA version, did AMOS support AGA?
Forum: Coders. General 28 August 2018, 10:34
Replies: 117
Views: 6,362
Posted By zero
You could mega-unroll the drawing loops. movem...

You could mega-unroll the drawing loops. movem all the spans. Unrolled loops for each colour.

Often it can be faster to create a "draw table" as you calculate the polygons, and then fill them all...
Forum: Coders. General 23 August 2018, 15:17
Replies: 117
Views: 6,362
Posted By zero
The horizon on Fighter Duel is interesting. Looks...

The horizon on Fighter Duel is interesting. Looks like several colours, relatively expensive to draw and considering the rest of the 3D display only uses a few colours it would slow that drawing down...
Forum: Coders. General 23 August 2018, 10:23
Replies: 117
Views: 6,362
Posted By zero
It's surprising how many pixels you can push with...

It's surprising how many pixels you can push with the CPU.

A 320x200 pixel display area is 32k per frame in 16 colours. 1.6mb/sec for 50 fps. At the lower end say 24k for 8 colours and 600k/sec...
Forum: Coders. General 16 August 2018, 09:47
Replies: 117
Views: 6,362
Posted By zero
While C compilers do a reasonable job overall,...

While C compilers do a reasonable job overall, for certain specific tasks like matrix multiplication they don't.

The fastest way to do it on 68000 is to use all the registers and create a highly...
Forum: Coders. General 15 August 2018, 10:01
Replies: 61
Views: 12,523
Posted By zero
Most people didn't have internet or even BBS...

Most people didn't have internet or even BBS access, so the knowledge was not as easy to find.

Might be worth looking at if you can do something with the Amiga's planar bitmap format too. Maybe...
Forum: Coders. General 15 August 2018, 09:55
Replies: 117
Views: 6,362
Posted By zero
If only the 512k expansions for the A500 had been...

If only the 512k expansions for the A500 had been fast RAM, the speed boost would have been considerable.
Forum: Coders. General 14 August 2018, 11:22
Replies: 117
Views: 6,362
Posted By zero
On 68000 the compiler can cause massive slow...

On 68000 the compiler can cause massive slow downs for stuff like matrix maths.

If you hand optimize the inner loops they can be orders of magnitude faster just by managing registers better.
...
Forum: Coders. General 13 August 2018, 16:10
Replies: 61
Views: 12,523
Posted By zero
If you designed the textures so that they could...

If you designed the textures so that they could be drawn with lines and blitter vertical filled it might work.

You can do a blitter vertical fill in well under 1 frame. I can't remember exactly...
Forum: Coders. General 13 August 2018, 10:27
Replies: 61
Views: 12,523
Posted By zero
Rotate your monitor 90 degrees and use pre-scaled...

Rotate your monitor 90 degrees and use pre-scaled sprites to do wall spans.
Forum: Coders. General 10 August 2018, 10:09
Replies: 117
Views: 6,362
Posted By zero
How are you doing backface culling? Not...

How are you doing backface culling? Not calculating normals I guess, just looking at vertex order.
Forum: Coders. General 24 July 2018, 11:02
Replies: 61
Views: 12,523
Posted By zero
Is the source for Walls anywhere? I'd like to see...

Is the source for Walls anywhere? I'd like to see how it is implemented.
Forum: Coders. General 23 July 2018, 12:09
Replies: 3
Views: 469
Posted By zero
Thanks, I subbed to some of the Github projects.

Thanks, I subbed to some of the Github projects.
Forum: Coders. General 23 July 2018, 12:00
Replies: 61
Views: 12,523
Posted By zero
Remember Liberation: Captive 2 on CD32 and A1200?...

Remember Liberation: Captive 2 on CD32 and A1200? It used a kind of fake texture mapping where it had pre-rendered textures at various angles and sizes and then just blitted them into place with a...
Forum: Coders. General 23 July 2018, 11:33
Replies: 60
Views: 6,258
Posted By zero
I doubt they did that, everything else on the...

I doubt they did that, everything else on the Amiga is unbuffered and updates instantly.
Forum: Coders. General 09 July 2018, 17:07
Replies: 587
Views: 45,417
Posted By zero
Like what? I suppose you could have some...

Like what?

I suppose you could have some kind of 3D processor like the SuperFX or the SEGA one, that rendered to its own buffer and then copied to the main system RAM for display.

It would be...
Forum: Coders. General 09 July 2018, 09:53
Replies: 587
Views: 45,417
Posted By zero
I wonder if you could attach anything useful to...

I wonder if you could attach anything useful to the Zorro bus on an A500?

Some kind of co-processor or graphic processor... But I'm not sure what you could do with them.
Forum: Coders. General 22 June 2018, 12:43
Replies: 42
Views: 2,327
Posted By zero
The movement is clearly not linear. Go watch a...

The movement is clearly not linear. Go watch a YouTube video of the AMiga version, it clearly uses a limited number of scaled images.
Forum: Coders. General 21 June 2018, 09:58
Replies: 42
Views: 2,327
Posted By zero
Pre-scaled sprites were the standard way of doing...

Pre-scaled sprites were the standard way of doing this sort of thing, e.g. for racing games like Hang On and Outrun.

The Amiga can do some scaling by spamming the scroll register, but it only...
Forum: Coders. General 20 June 2018, 12:48
Replies: 42
Views: 2,327
Posted By zero
I think it just uses multiple pre-scaled copies...

I think it just uses multiple pre-scaled copies of the sprites. The scaling certainly isn't very smooth.

That's how most Amiga games did scaling.
Forum: Coders. General 27 April 2018, 13:43
Replies: 587
Views: 45,417
Posted By zero
Good point about the colour palette stuff. That's...

Good point about the colour palette stuff. That's the kind of thing that a carefully designed Amiga game could make use of, but which is harder to arrange for an arcade port. Especially with dual...
Forum: Coders. General 27 April 2018, 12:22
Replies: 587
Views: 45,417
Posted By zero
Leander is pixel perfect using sprite/playfield...

Leander is pixel perfect using sprite/playfield detection.

https://youtu.be/zkZhTt3KSjI

As I said about GnG, the player probably won't be too upset if the collision detection on power-ups isn't...
Forum: Coders. General 26 April 2018, 16:43
Replies: 587
Views: 45,417
Posted By zero
Leander, for example. I have a feeling Agony did...

Leander, for example. I have a feeling Agony did it as well, but I'm not sure.



Think about a game like GnG or Leander. It doesn't matter what you hit, you take the same amount of damage...
Forum: Coders. General 26 April 2018, 12:05
Replies: 587
Views: 45,417
Posted By zero
You get pixel perfect collision detection for...

You get pixel perfect collision detection for free. How is that "useless"?

Quite a few games use that technique to avoid having to check collisions with every object on the screen every frame.
Forum: Coders. General 25 April 2018, 15:47
Replies: 587
Views: 45,417
Posted By zero
It would be even better if you could reduce the...

It would be even better if you could reduce the backgrounds to 8 colours and the enemies to a different 8 colours, for dual-playfield mode. Then you have sprites with their own palette on top of...
Forum: Coders. General 25 April 2018, 10:27
Replies: 587
Views: 45,417
Posted By zero
The main issue is memory bandwidth. If you use...

The main issue is memory bandwidth. If you use high resolution modes the display DMA needs more slots, and the CPU slows down. AGA is a little better but on OCS the effect is pretty bad.

The best...
Forum: Coders. General 24 April 2018, 13:01
Replies: 587
Views: 45,417
Posted By zero
320 pixels wide is pretty standard for games, 352...

320 pixels wide is pretty standard for games, 352 is overscanned the way most people have their computers set up. It's all driven by Workbench being 640 pixels wide by default and the Amiga...
Forum: Coders. General 23 April 2018, 12:30
Replies: 587
Views: 45,417
Posted By zero
The main thing with a GnG port would be to get it...

The main thing with a GnG port would be to get it moving at 50 fps. That game has a lot of very precise timing and movement required, like when the devils attack you.

Even with reduced graphic...
Forum: Coders. General 23 April 2018, 12:23
Replies: 587
Views: 45,417
Posted By zero
You cut out stuff until it works. That's close to...

You cut out stuff until it works. That's close to the best that the system can manage.

Porting up means you need to add stuff, which means you need someone to create extra graphics and sound,...
Forum: Coders. General 20 April 2018, 12:53
Replies: 587
Views: 45,417
Posted By zero
Doing a crap port it is easier to port upwards...

Doing a crap port it is easier to port upwards (ST to Amiga).

Doing a good port it is easier to port downwards. The Amiga hardware is more complex and needs more tricks to get good performance out...
Forum: Coders. General 19 April 2018, 12:59
Replies: 587
Views: 45,417
Posted By zero
This statement from the interview sums it up...

This statement from the interview sums it up perfectly:



If you develop the game for the Amiga hardware first (not a port) you can make much much better use of the available resources. Make the...
Forum: Coders. General 17 April 2018, 12:26
Replies: 587
Views: 45,417
Posted By zero
Does anyone watch GameHut on YouTube? The...

Does anyone watch GameHut on YouTube?

The guy used to work at Traveller's Tales, responsible for Leander among other things. A lot of the stuff he covers is pretty basic, but he does explain it...
Forum: Coders. General 09 April 2018, 11:56
Replies: 587
Views: 45,417
Posted By zero
Hindsight... Back then the system was incredibly...

Hindsight... Back then the system was incredibly powerful, at a time when 8 bit machines with tile based displays and a few sprites if you were lucky were the norm. Even machines with bitmap displays...
Forum: Coders. General 05 April 2018, 11:47
Replies: 587
Views: 45,417
Posted By zero
Galahad is right, the gulf between games designed...

Galahad is right, the gulf between games designed for the Amiga and those that are ports is huge.

Having said that, not all ports are terrible. Midnight Resistance was a pretty good arcade port....
Forum: Coders. General 04 April 2018, 14:56
Replies: 587
Views: 45,417
Posted By zero
I think because it was harder to get games back...

I think because it was harder to get games back then we were more willing to put effort into enjoying them. Once you can download every game ever you have little tolerance for crap and just move on,...
Forum: Coders. General 03 April 2018, 12:30
Replies: 587
Views: 45,417
Posted By zero
True, they could... But they didn't. I...

True, they could... But they didn't.

I actually really like that game for some reason, probably nostalgia.
Showing results 1 to 40 of 185

 
Forum Jump

All times are GMT +2. The time now is 12:36.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.
Page generated in 0.08736 seconds with 10 queries