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Old 17 June 2019, 17:39   #121
DanScott
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Quote:
Originally Posted by zero View Post
I think you underestimate the amount of game logic in SF-II. It's got some kind of scripting engine and I believe it does all the hit detection logic even for skipped frames.

https://sf2platinum.wordpress.com/
I think you are overestimating the complexity of that system

Honestly, that's a really simple system, and quite easy to code efficiently

Just a simple scripted state-machine...
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Old 17 June 2019, 17:56   #122
zero
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So for each frame it

- Runs the script engine
- Calculates animation frames, which are also scripted
- Calculates movement
- Does hit detection

In the highest turbo mode it does that at 120Hz, i.e. twice per rendered frame.

And on the Amiga it also has to

- Control the blitter
- Play the music and sound effects
- Read the player's inputs, including complex move detection like the fireball motion
- Do any graphical flipping required if RAM constrained

I think it's a tall order. The blitter is stealing a lot of memory access cycles, if you want more than 16 colours then so is DMA. At least on the A1200 you have an instruction cache and 2MB RAM, but even then...
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