05 August 2017, 22:50 | #2101 |
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I could try, but that's not straightforward. OK
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06 August 2017, 08:30 | #2102 |
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I´m curious regarding bobs on interleaved bitmaps: Is there a way to blit interleaved bitmaps without having to use "big" cookie cuts, did I understand this right? If yes, could someone explain how this is supposed to work and what is meant by "smart usage of modulus"?
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06 August 2017, 11:08 | #2103 | |
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I do this in a game I'm writing. The benefit it you can still do single multiplane blits when you don't need a mask, like tile rendering or backplane restores. |
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06 August 2017, 13:54 | #2104 | |
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06 August 2017, 23:09 | #2105 |
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07 August 2017, 02:28 | #2106 |
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@alpine9000: So that´s a conventional "blit one bitplane per go" technique, applied to a interleaved bitplane setup right? I wonder if there is some kind of smart and fast technique to combine interleaved bitplane source and non-interleaved cookie cut when blitting to all bitplanes :-)
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07 August 2017, 03:13 | #2107 | |
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07 August 2017, 03:42 | #2108 |
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Here are my 2 cents regarding DMA optimisations to free more DMA slots. I have taken the current DMA activity screenshot and placed there 4 raster positions which could be further optimised.
a) At the very top you set via copper a lot of settings. Are they all necessary?There is even unnecessary sprite activation???? b) After you revert from top status screen to game area you again use a lot of copper. I think some of them are unnecessary (explanation below) and one of them changes resolution from 256 to 240px(maybe if you enable hardware scroll regioster you need to set resolution 16px higher, in our case 272???). I would also look for BUG responsible for white sky here. c) The display dma is too close to sprite DMA. In this way DMA is both consumed by display and copper. No Wonder you thought about limiting sprite resolution, however there is another way. If you could move dsiplay window to the right with this register you would have more free interleaved DMA slots between Pink sprite DMA and blue display DMA. http://amigadev.elowar.com/read/ADCD.../node0071.html d) Here again you use a lot of unnecessary DMA slot for copper. I guess you set the new palette for down status panel. Here what i would suggest to join this panel with the top. In this way you could resign from one copper raster line. More saving can be done if youmove both joined status panel to the below, then you can remove the while cooper line at position b). Cooper activity at Position d) can be removed if we will unify first 16 colour registers for both game and status. Optimal solution would be to set the whole palette for the game at the very top and only use copper for sprites inside the game area and change to UNIFIED status screen below. Also use DIWSRT register. If you still want smaller sprite background i can go to 82 lines removing the clouds and distant trees below the mountain. Last edited by Trachu; 07 August 2017 at 04:35. |
07 August 2017, 08:51 | #2109 |
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07 August 2017, 08:53 | #2110 | |
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I can try to do standar coockie cut for enemies, but only 4 planes, and the others 2 we'll be small coockie cutt what will spare 2 cicles per word per bobs. |
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07 August 2017, 10:55 | #2111 | |
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http://amigadev.elowar.com/read/ADCD.../node012B.html "If you want to scroll a playfield , one extra data word per line must be fetched from the memory." Maybe you are thinking about memory allocation, but i am talking about DMA only. Generally your copperlist need to be optimised, but what we gain here will be used by 256px resolution. We need both your cookie cut and this. Last edited by Trachu; 07 August 2017 at 11:10. |
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07 August 2017, 11:01 | #2112 | |
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07 August 2017, 11:32 | #2113 | |
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You are right bobs are taking a lot, but what about shrinking dragon to 32x32? |
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07 August 2017, 11:34 | #2114 | |
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Each enemies can have its' own 4 planes as we need! |
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07 August 2017, 18:55 | #2115 |
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Are you changing all the colours down the screen? There is no need to use the copper to set the palette unless you keep modifying them.
About the only thing needed in a copperlist is setting bitplane pointers IIRC. Plus things that change ofc. |
07 August 2017, 19:58 | #2116 |
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CURRENTLY both panels on above and down use their own palette thats why the copper operates here. Of course all panels and game area can use unified palette, so the colours can be set once. Of course we wont save too many cycles that way but we are fighting here for every free dma slot so we could stay at EHB 50Hz with paralax.
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07 August 2017, 20:22 | #2117 | |
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10 August 2017, 09:39 | #2118 |
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Added test version which use 4 planes for full coockie-cut and the others 2 will use less expensive ones. It's called Rygar2.adf
https://drive.google.com/file/d/0B03...ew?usp=sharing |
10 August 2017, 14:00 | #2119 | |
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It looks like you have freed slots which are not used because in the raster area of them only CPU is used so 4th bitplane slot is ALWAYS empty. Sorry but You have degraded the quality without any gain. Yet you still have plenty of notused by anything DMA slots. I know it will be hard to utilise them all, but if you want extra speed search it here. The best idea if you cant change your raster code execution is to move the top panel down. In this way the area of CPU activity will fit perfectly to 6 bitplane screen. Last edited by Trachu; 10 August 2017 at 14:07. |
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10 August 2017, 14:13 | #2120 | |
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