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Old 12 July 2020, 17:12   #111
Master484
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Join Date: Nov 2015
Location: Vaasa, Finland
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Quote:
thanks for the response. whats the story with fightin spirit aga? does that still use bobs as the game looks like its running at 50fps compared to the ocs 25fps
Fighting Spirit AGA is indeed 50 FPS and uses bobs for the characters.

But on AGA it's much easier to make any game to run at 50 FPS, even without using sprites.

On A1200 the larger AGA 32-bit display data fetch modes allow you to draw more stuff with the Blitter per frame (about 50 % more if I remember right).

Also it has four times more Chip RAM, (2 megs compared to the half meg of the A500), so you don't need to mirror the bobs anymore. And even if you still had to do that, the CPU of the A1200 can do that and all other stuff too at least 2 times faster than the A500.

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If you want to know how different games are made, then you can use the WinUAE visual debugger, which is activated in this way:

When a game is running, press Shift + F12. A window with lots of stuff opens, and in the bottom of that window there is a text field. Write "v-2" to it, and press return. And then close the window. And now you'll have a small screen that shows how DMA time is used. Pink lines are sprite channels, yellow is copper activity, cyan lines are blitter activity, gray is CPU and the long dark blue strips are time eaten by the display itself. And make sure to have the "Cycle exact" emulation turned ON, otherwise it won't show all data.



For example in this Elfmania screenshot we can see that the score displays and the foreground objects are sprites, and that the sky colors come from the copper, and other stuff.

This is an easy way to see which games actually use the Amiga hardware, and in which way. For example every single bad arcade port (Rolling Thunder, Black Tiger, etc) all show only gray colors, which means that they only use the CPU to do stuff.
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