15 December 2018, 14:29 | #361 |
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Wow!
I think you're using dualplayfield... On Aga I would use pèure 64 colors, and 6 HW sprites for parallax and others 2 for rygar, since screen size is only 256 you won't byte any sprite for HW scrolling. This will give you 80 colors without copper! Willing to help if you need |
15 December 2018, 14:48 | #362 | |
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Edit - I used 8 bit plane mode, 32 colours for foreground and 8 colours for background (blitted). |
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15 December 2018, 17:58 | #363 |
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Yeah, I've no clue, I'm no programmer, I just said that even if it's not arcade-perfect, sandruzzo's effort was looking very good and maybe it could be further improved if the screen height was reduced. Of course your AGA port looks stunning so far!
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15 December 2018, 18:58 | #364 |
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Since Aga sprites are 64 pixel wide, u can attach them and have 4 64pixel sprites with 16 colors!
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15 December 2018, 19:28 | #365 |
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15 December 2018, 19:31 | #366 |
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15 December 2018, 20:37 | #367 |
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16 December 2018, 00:13 | #368 |
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This is a great update as I've added most of the logic in the upper and lower panels.
Everything is implemented including the Ranks (notice how they increase which I have simply automated), the timer is working just about, Lives, Power-ups (although wrong order ) and round guide. I also did a performance test and the game can still push roughly 20 * 32x32 sprites in one frame - but I'll need to be clever with how I use them as 12 of them need to work in specific screen regions. Implementing the panels was a bit of a pain because the hardware sprites have priorities which dictate if a sprite is over or behind a playfield. Sprites need to go behind the upper and lower panels but must go infront of the main game area. Getting there now....must work on that loader. What definitely works for my motivation when coding is working on something non-visual and then visual, I spent ages getting the internal game logic working for the stones and collision detection which was painful and then have really enjoyed doing these panels. Once again - thanks to @Ross and @Roondar for their expert copper help - you guys are spot on! Geezer [ Show youtube player ] Edit - here's the nice version of the video. http://109.228.4.199/panels.mp4 Last edited by mcgeezer; 16 December 2018 at 00:29. |
16 December 2018, 00:30 | #369 |
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Looks absolutely amazing Graeme
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16 December 2018, 11:37 | #370 |
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16 December 2018, 12:10 | #371 | |
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With FMODE(SPR32/SPAGEM=1) you need a 64bit align, so 64 frames required and, more importantly, you have no more a free form display.. Much better, if you want to stick to a fixed 4x64x16c sprites background, a blitter induced scroll on sprites data. |
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16 December 2018, 12:11 | #372 | |
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16 December 2018, 12:20 | #373 | |
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Agreed, also on AGA and 32 frame, but so boring the same repeating display EDIT Thinking better about it, on AGA the number of animation frames no longer depends on any trick: you can have a simple repetition through FMODE[SSCAN2=1]. So in fact you can easily make a screen that repeats every 256 pixels without any frame animation Last edited by ross; 16 December 2018 at 12:47. |
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16 December 2018, 13:08 | #374 | |
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Granted a repeating background would work but that would be a compromise on the game. Its worth pointing out too that the back grounds scroll at different speeds, round 1 scrolls at 25fps and rounds 2,3,4... scroll at 50 fps. Geezer |
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16 December 2018, 14:17 | #375 | |
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Mine was only a remark on Sandruzzo speak. |
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16 December 2018, 14:59 | #376 |
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I am always wondering what kind of pact you made with the devil that lets you develop stuff that fast..
Great update, Graeme... |
16 December 2018, 15:05 | #377 |
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16 December 2018, 18:21 | #378 | |
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Optimizations for 8 color background blit: - Don't blit areas (scanlines) which are static. Like big blue sky area. - Don't blit areas (like at the bottom of most levels) which are always obscured by foreground - If larger vertical areas (scanlines) only use 4 colors make sure palette is such (or reset palette with copper at those lines) that you can handle those parts of the background blit with a 2-bitplane-blit. - If there are multiple identical scanlines in background gfx have them only once in background bitmap (and thus shrinking vertical size of it) and instead reshow them by modifying plane pointer at scanline in copper list (~ vertical copper compression of bitmap) - maybe ~compress parts of some of the backgrounds to half vertical resoultion (~1x2 pixels) if it does not make a big visual difference. ~uncompress again in copperlist. |
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16 December 2018, 19:47 | #379 | |||||
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@anymod Please could you move/copy these relevant posts to the Rygar AGA discussion thread for me? |
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16 December 2018, 20:12 | #380 |
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