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Old 20 June 2020, 22:58   #121
mcgeezer
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Added the Bob/Sprite engine into the game now.

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Old 23 June 2020, 15:21   #122
Bren McGuire
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Does this run in interlace mode?
Otherwise this looks amazing!
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Old 23 June 2020, 22:08   #123
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Originally Posted by Bren McGuire View Post
Does this run in interlace mode?
Otherwise this looks amazing!
It does! Graeme wanted to do an 1:1 port;

I could see this for OCS/ECS but using low res interlace or med res; that however would require a massive rework of asset not to look weird (you know, the rectangular pixels) OR low res interlaced / med res with low res sprites for cars and other non-bobs
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Old 27 June 2020, 21:58   #124
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A nice little update this, have now added car to sprite collision detection and made several other improvements.

I also touch on the technical detail of the sprite engine toward the end for the technical minded among you. If you'd like me to go deeper on that sort of stuff then do let me know because I can talk all day about it.

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Old 27 June 2020, 23:40   #125
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Nice - thanks for the update. Enjoyed the technical stuff too!
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Old 28 June 2020, 05:40   #126
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For saving memory, what about one only helicopter sprite with no propeller and the propeller changing color as a separate one?
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Old 28 June 2020, 09:58   #127
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For saving memory, what about one only helicopter sprite with no propeller and the propeller changing color as a separate one?
Consider though when two or three cars crash near to the same time?
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Old 28 June 2020, 15:58   #128
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Very cool, top work
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Old 28 June 2020, 22:43   #129
saimon69
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Consider though when two or three cars crash near to the same time?
hmm, did the arcade had different color propellers when it was happening? Since last time i did seen it in detail several years ago i thought not - but i might be wrong
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Old 28 June 2020, 23:06   #130
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hmm, did the arcade had different color propellers when it was happening? Since last time i did seen it in detail several years ago i thought not - but i might be wrong
http://www.markalldridge.co.uk/super-sprint.html

Indeed, check the bottom of this page.
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Old 29 June 2020, 03:02   #131
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Originally Posted by mcgeezer View Post
http://www.markalldridge.co.uk/super-sprint.html

Indeed, check the bottom of this page.
Acknowledged.
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Old 29 June 2020, 12:22   #132
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The progress is great
Was the original game NTSC,60Hz,512*384?

Amiga high-res. interlaced modes.
640×400 @ 60Hz (NTSC)
640×512 @ 50Hz (PAL)

If NTSC is that the mode the game will use?
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Old 29 June 2020, 14:53   #133
mcgeezer
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Originally Posted by nikosidis View Post
The progress is great
Was the original game NTSC,60Hz,512*384?

Amiga high-res. interlaced modes.
640×400 @ 60Hz (NTSC)
640×512 @ 50Hz (PAL)

If NTSC is that the mode the game will use?
Yes, it's running in NTSC 512x384 @ 60Hz.

Thanks for the feedback also.
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Old 29 June 2020, 15:09   #134
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Yes, it's running in NTSC 512x384 @ 60Hz.

Thanks for the feedback also.

Is there any scope for running this flicker-free in a DblNTSCs style screenmode?
(I'm not sure what implications that would have for sprites - but only needing 512 pixels horizontally might make it more viable.)
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Old 29 June 2020, 16:22   #135
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Quote:
Originally Posted by robinsonb5 View Post
Is there any scope for running this flicker-free in a DblNTSCs style screenmode?
(I'm not sure what implications that would have for sprites - but only needing 512 pixels horizontally might make it more viable.)
Not so simple as you think.

DblNTSC use a pretty uncommon 27Khz/58Hz frequency pair, and use a defauld DDFSTRT=$20 (so bye bye sprites..).

Much better to use an old 'industry' standard VGA resolution, maybe supported on many new monitors.
The better I've found is for a 640x480 31.5Khz/60Hz 25Mhz pixel clock.
Unfortunately this doesn't fit good in the 28MHz Amiga clock: not only the screen view would be smaller because of the 640/512 ratio, but also tiniest due to higher clock (then there is also the sprite problem, solvable as you said thanks to the lower resolution, even if the screen would move much to the right..).

I could hack the copper list to adapt the sync values and make some tests (with a volunteer as I do not have a real Amiga), but then Graeme should change some logic in code... and add a warn if someone would play with this 'non-standard' resolution.

I don't know if it's worth it.
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Old 29 June 2020, 17:00   #136
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Not so simple as you think.

I didn't say I thought it was simple! I was just wondering aloud, really.


Quote:
DblNTSC use a pretty uncommon 27Khz/58Hz frequency pair, and use a defauld DDFSTRT=$20 (so bye bye sprites..).

I knew the frequencies were odd - I didn't know about the DDFSTRT (and actually don't know enough about that interacts with sprites) - I just suspected sprites would be a problem.


Quote:
Much better to use an old 'industry' standard VGA resolution, maybe supported on many new monitors.
The better I've found is for a 640x480 31.5Khz/60Hz 25Mhz pixel clock.
Unfortunately this doesn't fit good in the 28MHz Amiga clock:

Hmmm - maybe 720x400 would be better - that traditionally uses a 28MHz pixel clock. 512x384 centred within this would probably look great on a widescreen monitor - but unfortunately it'd be 70Hz rather than 60!



Quote:
I don't know if it's worth it.

Probably not - depends how obnoxious the interlace flickering is, really - it's probably not too bad given that it's running NTSC rather than PAL.
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Old 29 June 2020, 18:42   #137
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Quote:
Originally Posted by robinsonb5 View Post
Hmmm - maybe 720x400 would be better - that traditionally uses a 28MHz pixel clock. 512x384 centred within this would probably look great on a widescreen monitor - but unfortunately it'd be 70Hz rather than 60!
The game would be faster, a bit like PAL games in NTSC mode .
Anyhow the screen mode doesn't properly fit , but.. let's think about it.

This unusual 720x400 VGA resolution requires 31788Hz horizontally.
So in Amiga clock: 28375160/8/31778=111,61~=112 DMA slots.

112 slots are not enough because:
(-1)~$05 refresh, $07~$0B disk, $0D~$13 audio [even cycles available]
and for the actual display you need:
$15~$33 sprites [even cycles available]
$34-$73 64x8=512 pixel (at 28375160Hz, shires) [no cycles available]

Thus a minimum of $75=117 DMA slots (filling the slots for a line, I don't know if a special slot is required for internal operation, like the $E0 in PAL mode, Toni can enlighten us*).

In the VGA 720x400 specifications a line is 900 'raw' pixels, in Amiga mode 117 slot are 936 raw pixels.. for an horizontal rate of 3546895/117=30315Hz
Not much different from the required frequency, so maybe it can work.

Vertically it's a bit on the edge but it should work, 433 'raw' lines do the job for 70Hz (3546895/117/70), even considering the vertical blank time and some upper and lower overscan border, 384 lines are certainly visible and usable.
I'm more concerned about the horizontal frequency and, definitely more, about the limited slots available to access chip memory.

*EDIT
Just checked in WinUAE: odd DMA cycle number in a line have same behavior as in the PAL $E3 total cycles: if copper require the "-3" slot then it's unavailable for copper/blitter but seems usable by bitplane DMA, so using it for bitplane fetch seems an advantage.
This "-3" cycle is internally used to 'realign' copper access avoiding back-to-back for it, with the aforementioned collateral effect..

Last edited by ross; 29 June 2020 at 23:00. Reason: typo festival :)
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Old Yesterday, 16:52   #138
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Here we go with development update #8.

More work on collisions against the collectables and track.

The basis of the game is pretty much there now.

[ Show youtube player ]

Graeme

P.S. Depending on time I will look into other graphics modes, I may need some assistance on it though as I'm not to clever with monitors.
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