30 June 2017, 13:31 | #101 |
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There is a hard limit to how much you can write to the screen per frame on the Amiga due to memory bandwidth limits, and blitter sprites need loads of memory access cycles.
For every bitplane you need: 1 bitplane read/write to save background image 3 bitplanes read (mask + graphic) and 1 bitplane write to render sprite image 1 bitplane read/write to restore background You can reduce it if you use a blank background bitmap, e.g. dual playfield or sprite background. Bit basically for every bitplane you need 8 memory access cycles per 16 pixels minimum, and more if the sprite isn't word aligned in the destination bitmap (so 15 out of 16 cases). |
30 June 2017, 14:52 | #102 | ||
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Quote:
Quote:
Obsession was made out of frustration that the ST didn't get a port of Pinball Dreams, spurred by the fact that Pinball Dreams was the first commercially successful game to come out of Sweden. |
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30 June 2017, 15:16 | #103 |
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You are right: Pinball Dreams was indeed first Pinball game to have table scrolling like that...
btw Obsession is for STe, not ST. |
30 June 2017, 16:29 | #104 | |
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30 June 2017, 20:00 | #105 |
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Good point!
The Amiga port of Midnight Resistance wasn't bad, but I think it could be better than the actual arcade game. The arcade system has a lot of slow down. |
04 July 2017, 08:46 | #106 | |
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[ Show youtube player ] |
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04 July 2017, 09:57 | #107 |
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04 July 2017, 10:01 | #108 |
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04 July 2017, 10:09 | #109 |
CaptainM68K-SPS France
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this is such a brilliant job
Richarrrdddd Just look what can be done with Final Fight too !!! Since the CPS1 game have a game program structured exactly the same, any CPS1 game could be adapted the same way |
04 July 2017, 10:14 | #110 | |
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This is Anima test of sprite speed on STe with Final Fight graphics: [ Show youtube player ] |
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04 July 2017, 10:19 | #111 |
CaptainM68K-SPS France
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What's great is the way the palette has been done. The result is very good
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04 July 2017, 10:53 | #112 |
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It's hard to tell from the video, but is it running 25fps?
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04 July 2017, 10:56 | #113 |
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If would have some gfx, I could try to do some stress test
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04 July 2017, 11:08 | #114 |
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It run at 25fps.
Here you have another Anima test: 21 32 x 32 Pixel Blitter objects @ 50 Hz in 16 colours with background clearing [ Show youtube player ] and here you have thread about it: http://www.atari-forum.com/viewtopic...28469&start=50 Amiga 500 and STe are almost egal in bobs speed (count). |
05 July 2017, 08:36 | #115 |
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Seriously: who wants to be a volunteer to make a proper "arcade perfect" port for the Amiga OCS/ECS?
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05 July 2017, 14:59 | #116 |
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I really wish I had the time, but with full time work...
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05 July 2017, 15:55 | #117 |
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05 July 2017, 18:07 | #118 | |
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I'm mean, this will increase the chances compared to a 'now or never' approach. ... and by the way, your systematic approach to ports has a lot of things to teach and can be useful to spread it so other people can try it and maybe succeed in porting other titles. |
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05 July 2017, 18:24 | #119 |
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Regarding to a possible OCS version, there is no doubt Fast RAM is required to pair the STE requirements.
With 16 colors the 68k has always free access to chipram when blitter is not used. So a straight port from STE (no Blitter use) will have 7.19/8 the speed of STE (10% slower). But, since we have fast RAM we can exploit the parallelism that exists between CPU and Blitter. This is a specific advantage of the Amiga architecture (and by the way it is a shame the A500 didn't integrate 32K of Fast RAM from day one). For example, it is possible to draw the sprites in fast RAM with the CPU while the blitter renders the tiles from a LRU cache in chip RAM. |
05 July 2017, 18:43 | #120 | |
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