22 October 2020, 18:34 | #781 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
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Quote:
Like here? [see the palette groups below] I might sound like a broken record or show obvious (for coders) tricks but since that was the way WE did it with OUR game and not sure anyone else did, maybe am up to something ^^ |
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20 November 2020, 12:27 | #782 | |
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From last to first, Here's the game playing on a Falcon BTW -The Falcon computer is running a NeoGeo emulator, not a native game. Falcon is more than capable of a 1:1 Metal Slug game on native mode. NeoGeo emulation on a Falcon @ 16 MHz... has great merit, but 16 MHz is not enough to emulate it at full speed Plenty questions and comments about what is required in the video are left unansweredI am here to provide these answers you are requiring; videos has enough information, answers are provided to the people, as well the game binaries and files are provided in order to test them. Answers can be viewed on video comments: [ Show youtube player ] [ Show youtube player ] On top of that the background scrolling is super smooth (albeit not that fast)Scrolling is hardware and blitter based, it is super-optimized. Its very smooth, also at higher rates; a new video is all you need. and the color count feels more than 16 overal.There are more than 16 colours present thanks to great DML effort; colouring is based on dualfield palette technique, creating new colours via combination of already available colours in the palette. Plus the objects count and size are more than what you'd typically expect.Incredible optimized sprite formats and drawing techniques are implemented in the engine in order to avoid any waste of time; letting the usage of really big sprites and great number of them at 50 frames per second. The frame rate is in general super fastFirst video is a recording of an emulator, running on my PC machine that only displays ans sync 60 Hz images. Emulator scales to sync at 60 Hz; 50 Hz playback is not possible due to my monitor. As well, the software OpenShotVideo produces a very rare initial speed up of the ingame recorded video, as well some frames of the last part of the video are shown as start... (OpenShotVideo is useful, but produces some strange results); you can view that first frames are being played too fast xD ; I captured the audio separately; VLC player do not capture audio and video at the same time... is it possible without use Audacity and OpenShotVideo? The second video is a real gameplay using a real STE machine, running on a 50 Hz TV, sync at 50 Hz, in order to show that the game runs perfectly at 50 fps. Last edited by masteries; 20 November 2020 at 14:22. |
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20 November 2020, 18:34 | #783 | |||
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
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Thanks for your answers @masteries
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Anyhow, the result is still very impressive even as is. Congrats on that (and to the people that made Atari Game Tools) |
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20 November 2020, 19:11 | #784 | |
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Dualfield colouring doesn´t work under 40+ fps. Obviously there are some slowdowns; there is a frame slipping technique, but hard to notice in the video. Youtube encoding creates some artifacts about the colouring. Sincerely I never heard about palette pairing prior of usage of Atari Game Tools. But really is better to try the game on an emulator or a real machine, or a FPGA based one. which also matches 25 fpsA fast scrolling video is needed Anyhow, the result is still very impressive even as is. Congrats on that (and to the people that made Atari Game Tools)Thanks, fyi the demo is obsolete now, RAM requirements decreased on 400 KB for this demo with current libraries features. |
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21 November 2020, 14:12 | #785 |
Dream Merchant
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Location: Dreamlands
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16 December 2020, 10:42 | #786 | |
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A Falcon 030 have a 68030@16 MHz with instruction/data cache + a DSP processor@32 MHz + 14 MB of RAM The 56000 DSP outperforms a 68030 when no conditional execution is needed for the DSP program. Obviously you need to write an excellent to extremely optimized sprite + background/foreground engine using the resources of a Falcon machine; that is far from being an easy task, A sprite engine using the DSP, Cho Ren Sha for Falcon 030: [ Show youtube player ] On this video, the optimized background / sprite clearing system is intentionally illustrated: [ Show youtube player ] Tremendous size sprites: [ Show youtube player ] All these videos are using 16 bits colour mode on the Falcon; probably using 8 bits colour the performance will be much better. If a Falcon is capable of move these insane quantity of sprites at 16 bits colour, at a very good refresh rate. With few less sprites, 8 bits colour... any 2D game you imagine (of course, do not think on a 1024x768 Baldur´s Gate game) can be executed on a Falcon. Another thing is the needed amount of effort and knowledge... |
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16 December 2020, 15:57 | #787 |
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Location: The Netherlands
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I don't agree that the Falcon has 14MB. An upgraded Falcon has that, sure. But comparing an upgraded machine to a base level Amiga (as has been this threads original focus) is of course quite unfair
Edit: note that this is not a dig against the Falcon, which is an impressive machine. But it definitely is my opinion that comparing machines with a tons of extra memory is not quite an honest look at a platform's base capabilities. |
16 December 2020, 16:11 | #788 | |
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Quote:
Nobody is comparing Falcon with anything else... than a NeoGeo. Last message is an answer for Skan member question reagarding Falcon, Obviously, previous messages are offtopic ones. |
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16 December 2020, 22:19 | #789 |
Dream Merchant
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
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Pretty impressive indeed! Yeah, maybe a 1:1 Falcon port could be done... But yeah, I agree 14MB is a nice'n'beefy amount of RAM... is that a standard on a plain vanilla Falcon?
(Sorry for the OT) |
17 December 2020, 09:26 | #790 |
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19 December 2020, 20:35 | #791 |
Dream Merchant
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08 February 2021, 12:56 | #792 |
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Sorry for the OffTopic, I couldn´t hold back...
[ Show youtube player ] |
22 February 2021, 12:19 | #793 |
Banned
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I haven't been reading this crazy thread but wanted to point out.
There is Arti's Amiga port of "Mini Slug" Here are the requirements: ... 040+ CPU. PeterK's icon library for icons. ... About 18 MB of RAM and ~15MB HD free space. ... RTG. |
01 March 2021, 02:36 | #794 |
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Location: Hastings, New Zealand
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Pretty boring looking game - annoying music, poorly drawn sprites, iffy collision detection, and my pet hate - things that flash when you shoot them! The whole thing seems quite amateurish. Surely an 040 with RTG can do better than this?
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01 March 2021, 03:52 | #795 | |
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Quote:
And what's your problem? |
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01 March 2021, 12:21 | #796 |
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I guess you could always just not play it and let people who do enjoy these things... enjoy them?
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01 March 2021, 12:56 | #797 |
Inviyya Dude!
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01 March 2021, 13:08 | #798 |
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01 March 2021, 13:21 | #799 |
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01 March 2021, 14:25 | #800 |
Inviyya Dude!
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