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Old 02 September 2016, 19:31   #7
Master484
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Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
Quote:
if someone wants to remake black tiger top game horrible conversion
Indeed, the Amiga version is an embarrasment...one could make a better conversion with AMOS.

The Amiga is capable of making a better version of Black Tiger than the arcade game. If done right, it could be something like a combination of Risky Woods and Death Trap.

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And yes, blitter performance isn't the same as the whole game, but from my experience with the Megaman X Blitz project, most loop time is spent either blitting BOBs or Tiles, or repairing the background graphics after blitting something. But in 8 color dual playfield setup the BOB blitting is two times faster, and there is no background repair at all.

And although in a scrolling street brawler game like this there most likely would also be a tile creation scrolling system, but I noticed that in Sega version the scroll always seems to stop at certain points, and then you fight many enemies, and the scroll doesn't continue until you have beaten the enemies. So all serious fighting with multiple enemies basically happens in static non-scrolling screens.

So the only thing that could cause slowdown is the game code itself...but code can always be optimized, while the blitter speed will always be the same, no matter what we try.

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Can any of you Assembler coders out there estimate how fast compiled Blitz Basic 2 code is when compared with ASM code? Has anyone ever done any comparison tests or something?

Everyone says that Blitz is slower, but exactly how much slower?

And what about basic BOB blitting performance? If this same short example program here would be done with ASM, then how many BOBs could you blit, while keeping the frame rate at 50fps?
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