10 April 2024, 12:24 | #921 |
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Just work on porting Metal Slug 2, that had terrible slowdown/low fps on OG hardware, no idea how it even got released in that state
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10 April 2024, 12:31 | #922 | |
Lemon. / Core Design
Join Date: Mar 2016
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Quote:
Interleaved masks are also good for (say your last colour in the palette is white or very bright), you can just OR it to the screen to make a bob "flash" (when taking a hit etc..) |
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10 April 2024, 12:34 | #923 |
Lemon. / Core Design
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Blitter Interrupts is certainly much easier and less complicated than Copper Blitting. There's the overhead of the interrupts, but then the blitter is running in parallel with the CPU and you're not wasting any other CPU cycles waiting for the blitter
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10 April 2024, 12:40 | #924 | |
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Quote:
Since this game is also very taxking on CPU I would spent a lot of time to use as less instruction as possible since you have to access to a very busy Chip Mem |
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10 April 2024, 12:42 | #925 |
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@DanScott
Very well programmed BLITTER via Copper, is the way to go. With some precalculated Copperlist, you can speed up things a lot- What you need to do it is only changing copperjump address! |
10 April 2024, 12:43 | #926 |
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We can also use less wider actual screen are like 288x240 or 256x240 or like that. You will gain a lot of DMA cicles...
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10 April 2024, 12:44 | #927 |
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Triple buffer requires 1MB of Chipmem...
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10 April 2024, 12:55 | #928 |
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I can't believe there is already a great for port of Metal Slug for a simple Atari STE, and people here saying it needs AGA and 030
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10 April 2024, 12:57 | #929 |
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10 April 2024, 12:58 | #930 | |
BiO-sanitation Battalion
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Quote:
If I was doing the engine for AGA Metal Slug, i think I'd do (almost) everything in a chunky pixel buffer in Fast RAM. It would also be possible to execute a copper list with further blitting in to the frame buffer bitplanes once the C2P step was complete for another useful contribution while the CPU is working in Fast RAM on the next frame. A fast CPU would be needed, of course. The faster the better, I guess. Possibly a 50mhz 68030 might just be able to hack it? Maybe another little test program is needed... B |
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10 April 2024, 13:37 | #931 |
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10 April 2024, 14:54 | #932 |
This cat is no more
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10 April 2024, 17:19 | #933 |
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Do we need Metal slug on Amiga?
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10 April 2024, 18:04 | #934 |
This cat is no more
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Do we need Amiga?
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10 April 2024, 18:11 | #935 |
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10 April 2024, 18:58 | #936 |
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10 April 2024, 22:16 | #937 |
Total Chaos forever!
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11 April 2024, 01:01 | #938 | |
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Quote:
The requirements have gone down somewhat, but I believe you still need 4MB of ST-RAM for the latest version of this port, which would translate into needing 4MB of Chip RAM. It's a great example of using a system well for sure. The 'interlacing' the whole game to get more colours trick is done very well too. |
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11 April 2024, 04:18 | #939 |
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With 1mb of chipmem and some fastram, maybe we can help the blitter with cpu aid! I think with Amiga it is possible to move a lots of bobs efficently and fast. There is no reason why it can't be done, expect the code itself that require a lot of time and more than one coder
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11 April 2024, 06:29 | #940 |
J.M.D - Bedroom Musician
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More or less that is what was happening in Powder
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