English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 19 May 2017, 13:41   #1821
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
From Invent, I've got Round1 and Two maps made with Tiled. I'm working on reading the new file format. We're working on 64 colors!
sandruzzo is offline  
Old 19 May 2017, 13:51   #1822
Jack Burton
It's all in the reflexes!
 
Jack Burton's Avatar
 
Join Date: Nov 2009
Location: Wingkong warehouses
Posts: 206
Jack Burton is offline  
Old 19 May 2017, 21:55   #1823
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
that's awesome !!!
dlfrsilver is offline  
Old 25 May 2017, 08:15   #1824
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
It's great to see that this is still coming along nicely.

Keep up the good work
Lonewolf10 is offline  
Old 25 May 2017, 22:11   #1825
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,410
I'm looking forward to the next preview. It will be interesting to see a version using EHB graphics!

It should be possible anyway, the only real question is how to deal with the increased time spent Blitting while having less time available to blit in. But then again, maybe it's as simple as merely limiting the amount of enemies you throw at the player at any one time.
roondar is offline  
Old 26 May 2017, 03:21   #1826
invent
pixels
 
invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
A very quick update.

The attached image shows possibly a sneak peak at palette optimising. The HalfBright version is the optimised image.
Attached Thumbnails
Click image for larger version

Name:	Screen Shot 2017-05-26 at 11.13.33 am.png
Views:	229
Size:	13.3 KB
ID:	53233  
invent is offline  
Old 26 May 2017, 03:40   #1827
alpine9000
Registered User
 
Join Date: Mar 2016
Location: Australia
Posts: 881
It will certainly be an impressive achievement if this game can run at 50fps with 6 bitplanes combined with the sprite reuse for the background.

There must be almost no time left for the CPU after all of that DMA has happened.

Can't wait to see how it goes.
alpine9000 is offline  
Old 26 May 2017, 10:38   #1828
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by alpine9000 View Post
It will certainly be an impressive achievement if this game can run at 50fps with 6 bitplanes combined with the sprite reuse for the background.

There must be almost no time left for the CPU after all of that DMA has happened.

Can't wait to see how it goes.
I hope we can do it! We'll do some test to see if we can archive this!
sandruzzo is offline  
Old 26 May 2017, 10:46   #1829
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,410
Quote:
Originally Posted by invent View Post
A very quick update.

The attached image shows possibly a sneak peak at palette optimising. The HalfBright version is the optimised image.
That looks pretty good! Can't wait to see more!
roondar is offline  
Old 26 May 2017, 11:40   #1830
Megol
Registered User
 
Megol's Avatar
 
Join Date: May 2014
Location: inside the emulator
Posts: 377
Here's hoping that this HB experiment succeeds. But frankly it would "just" be the icing on a very tasty cake ;P
Megol is offline  
Old 27 May 2017, 20:57   #1831
LeCaravage
Registered User
 
LeCaravage's Avatar
 
Join Date: May 2017
Location: AmigaLand
Posts: 459
It's like a developper's diary. Interesting to read. Seems I would take more than one evening to read it all.
Edit : Is it an OCS or AGA game ? -> I can't acces the Zone (yet?) to download latest test executable.
LeCaravage is offline  
Old 27 May 2017, 21:28   #1832
Foul
Registered User
 
Foul's Avatar
 
Join Date: Jun 2009
Location: Perigueux/France
Age: 49
Posts: 1,516
Send a message via ICQ to Foul Send a message via MSN to Foul
First page for latest exe : Sandruzzo's google drive link
Foul is offline  
Old 27 May 2017, 22:32   #1833
LeCaravage
Registered User
 
LeCaravage's Avatar
 
Join Date: May 2017
Location: AmigaLand
Posts: 459
@Foul : Merci
LeCaravage is offline  
Old 27 May 2017, 23:14   #1834
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,164
very good! I didn't find the "jump" controls, otherwise, looks very promising.

That's really too bad that US gold did crappy conversions of games with too high specs instead of doing perfect conversions of games that were possible... Maybe it was too late when AGA went around.
jotd is offline  
Old 27 May 2017, 23:31   #1835
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
Quote:
Originally Posted by jotd View Post
very good! I didn't find the "jump" controls, otherwise, looks very promising.
It's the 2nd joystick button jotd

If using WinUAE with "Keyboard Layout B" then it's <Right Shift>.
DamienD is offline  
Old 05 June 2017, 23:24   #1836
LeCaravage
Registered User
 
LeCaravage's Avatar
 
Join Date: May 2017
Location: AmigaLand
Posts: 459
Freeze at start.
My config :
Amiga 500 KS1.3 (real machine) 512Kb Chip, 1,8Mb FakeFast

Everything stay static and correct except bobs are corrupted (garbade datas).

Edit : Launched from Wb by clicking icon. Same result as Damien :


Last edited by LeCaravage; 06 June 2017 at 09:51. Reason: Try image display
LeCaravage is offline  
Old 06 June 2017, 01:52   #1837
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by jotd View Post
very good! I didn't find the "jump" controls, otherwise, looks very promising.

That's really too bad that US gold did crappy conversions of games with too high specs instead of doing perfect conversions of games that were possible... Maybe it was too late when AGA went around.
Ghouls'n'Ghosts is currently adapted from CPS1 to Atari STE by Anima.

He has disassembled the 68000 arcade code, and made some modifications so that the game can run on Atari STE.

Until now, the result is excellent.

The machine target is a 4mb of ram STE. He has found a very good 16 colors palette for the game.

The main problem with CPS games U.S.gold has converted, is the amount of ram needed.

I'm sure that SF2 original code could be too patched and running on A1200 from the original arcade assets and program code.
dlfrsilver is offline  
Old 06 June 2017, 12:07   #1838
zero
Registered User
 
Join Date: Jun 2016
Location: UK
Posts: 428
Quote:
Originally Posted by dlfrsilver View Post
Ghouls'n'Ghosts is currently adapted from CPS1 to Atari STE by Anima.
I had a look, his work is incredible with the palette.

http://icamtech.net.atarilegend.com/...?f=26&p=319613

Palettes were always a major problem with CPS and games, and even later 16 bit ports. At least on the Amiga you have the copper and sprites to give you some extra options. I'm always amazed at how good games using dual playfield can look when a skilled artist is involved.

Quote:
The main problem with CPS games U.S.gold has converted, is the amount of ram needed.

I'm sure that SF2 original code could be too patched and running on A1200 from the original arcade assets and program code.
I think games like SF2 that really need 60Hz refresh might be difficult... I remember the Turbo versions work by calculating frames without rendering them, and then drawing only say 4 of 5 or 3 of 5, so perhaps a similar technique could be used on the Amiga.

Also 6 buttons :-)
zero is offline  
Old 06 June 2017, 14:32   #1839
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
What about ElfMania? They did an incredible job!. On 1200 we should have somenthing like that with SSF2
sandruzzo is offline  
Old 06 June 2017, 18:06   #1840
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by sandruzzo View Post
What about ElfMania? They did an incredible job!. On 1200 we should have somenthing like that with SSF2
Elfmania is very good for an Amiga game, but it's far to have the logic quality and complexity of the CPS games.

Imagine, 1mb of code ! Only games like Ambermoon from Thalion had such big programs. a big amiga game most of the time has a program of 350kb.

Next, the arcade code is doing thing in a way that an amiga is normally not doing.
dlfrsilver is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
rygar? Prosonic support.Games 7 09 June 2013 14:18
two more that borrow heavily from Rygar & Black Tiger NfernalNfluence Nostalgia & memories 5 30 September 2012 18:57
SCIENCE 451-RYGAR: same disks mrodfr project.TOSEC (amiga only) 0 26 December 2006 15:38
Wordworth conversion vertigo support.Apps 5 09 December 2003 14:46

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 19:39.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.60269 seconds with 16 queries