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Old 22 September 2019, 07:44   #21
Lazycow
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I'm still working on the level design of the advanced version and no Amiga graphics will be made until the levels are finished. Nothing to show, yet...
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Old 25 October 2019, 18:41   #22
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Small update: I successfully added clipping support to my low level code. So instead of reserving additional chipmem around the screen for all the blitter objects that want to leave the visible area, the graphics will just be clipped away. This hopefully frees enough valueable chipmem for the bigger graphics set of Wolfling.

And I have discovered why vbcc couldn't compile Powerglove with activated optimizations:
The assembler blitting subroutines didn't save all registers to the stack! I have fixed this and now Wolfling can be compiled with -O4 ...
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Old 25 October 2019, 18:47   #23
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Good to hear that
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Old 25 October 2019, 19:19   #24
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Waiting for this game. Hope everything will roll for the development
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Old 26 October 2019, 00:34   #25
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Quote:
Originally Posted by Lazycow View Post
I successfully added clipping support to my low level code. So instead of reserving additional chipmem around the screen for all the blitter objects that want to leave the visible area, the graphics will just be clipped away.
Nice! On all four borders? When I decided to do clipping I realized that clipping at the top and bottom is sufficient, because you need three extra columns for horizontal scrolling anyway. So, assuming tiles are 16 pixels, BOBs up to a width of 48 don‘t have to be clipped. You won‘t save any memory. What‘s the largest BOB in Wolfling?
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Old 26 October 2019, 13:20   #26
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@phx: Wolfling's boss enemy is 48x48 pixel and yes, it's vertical clipping only for now. (because of your reasons)

But I'm planning to release my Amiga low level code as a link lib for everyone and then it should support horizontal clipping as well.
(Would anyone be interested in such a lib at all?)


Nevertheless, for 16x16 tiles you only need 32 extra pixels (320+32=352 pixels) and then 48 pixel blobs would need horizontal clipping! Here's an example with a 320x256 pixel screen and a 352x256 pixel bitmap.
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Old 26 October 2019, 14:54   #27
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(Would anyone be interested in such a lib at all?)
yes absolutely
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Old 27 October 2019, 01:34   #28
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Nevertheless, for 16x16 tiles you only need 32 extra pixels (320+32=352 pixels)
You are probably right. Very good example! Now I even remember that we already discussed that some time ago, but I must have been a lazy cow and didn‘t verify that properly.
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Old 28 June 2020, 14:24   #29
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But I'm planning to release my Amiga low level code as a link lib for everyone and then it should support horizontal clipping as well.
(Would anyone be interested in such a lib at all?)
a bump to remaind the lib lazycow
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Old 30 June 2020, 13:23   #30
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Hope to see an update on this one soon. I have the C64 version in my emulation library, and would love to have the Amiga version with the new features. Powerglove Reloaded is great, so I'm excited by this one. No rush obviously, just been quite a while since there was an update.
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