English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 24 September 2016, 00:38   #1401
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
See my post here Dan: http://eab.abime.net/showpost.php?p=...postcount=1362

I use an A1200 2Mb Chip 4Mb Fast RAM config (though I'm sure that's overkill) booting from a standard WB 3.1 .HDF.
DamienD is offline  
Old 24 September 2016, 01:53   #1402
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,529
Quote:
Originally Posted by DanScott View Post
What config can I get this rygar/executable to run in WinUAE?

I have tried all the configs, memory configs, A500, A1200, ECS, OCS, AGA... it just crashes in every config I tried.

I am dying to see this
Are you using orignal ROMs? i realized Rygar seems not to like AROS roms no idea why
saimon69 is online now  
Old 24 September 2016, 08:53   #1403
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Updated Rygar. Resolved some bugs when rygar jumo and fire. Check that out
sandruzzo is offline  
Old 24 September 2016, 11:26   #1404
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
Quote:
Originally Posted by sandruzzo View Post
Updated Rygar. Resolved some bugs when rygar jumo and fire. Check that out
Wow, looks / sounds / plays awesome!!!
DamienD is offline  
Old 24 September 2016, 11:29   #1405
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Quote:
Originally Posted by DamienD View Post
Wow, looks / sounds / plays awesome!!!
Thanks man
sandruzzo is offline  
Old 24 September 2016, 11:30   #1406
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
plays good here too, cannot see any new problems.
one thing he still does not:
when he is crouching , he cannot turn to the opposite direction
emufan is offline  
Old 24 September 2016, 11:33   #1407
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Quote:
Originally Posted by emufan View Post
plays good here too, cannot see any new problems.
one thing he still does not:
when he is crouching , he cannot turn to the opposite direction
I'll tackle all this things. Now I would like to add sfx to rygar, and control panel. We need to seee if have some horse power left. We're trying to test 64 colors!
sandruzzo is offline  
Old 24 September 2016, 12:37   #1408
Trachu
Registered User
 
Join Date: Dec 2015
Location: Poland
Posts: 189
Quote:
Originally Posted by sandruzzo View Post
In order to have 4 separated layers, I have to reuse sprites, and have one line between them were nothing can be displayed. Hell of job! Maybe later
Are you sure about it. I was thinking that in the lines you just need to change dma pointers to different address in memory.
Indeed it would mean a lot of additional copper instructions in those lines, but only in those lines and the effect would be shockingly immpressive.

To simplify things i would set the speed like this.

First section change sprite position every 4th frame
Second section change sprite position every 3rd frame
Third section change sprite position every 2nd frame
Four section change sprite position every frame

As for the new Ryggar sprites.
The new set contain all original detail just remapped to new palette.
Every sprite occupy 32x32 block but i have moved each of the sprite to the left and i guess this is where you have problemm.
I did that in order to prepare for some speed optimisation here.
I noticed almost every ryggar sprite is not wider than 24pixels (expect when he dies where is 32px wide). This mean in half of it position you need to blit only 2 Times per 16px, while in the rest 3 Times.
For example

Case where you need only to make 2 blits
################ ################ bitplane data
################ ########__________ sprite data

Case where you need only to make 3 blits
################ ################ ################ bitplane data
_____________###### ################ ##__________________ sprite data

I can reposition every sprite in the middle of those first 24px if you say this optimisation is worth using.
Trachu is offline  
Old 24 September 2016, 12:48   #1409
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Quote:
Originally Posted by Trachu View Post
Are you sure about it. I was thinking that in the lines you just need to change dma pointers to different address in memory.
Indeed it would mean a lot of additional copper instructions in those lines, but only in those lines and the effect would be shockingly immpressive.

To simplify things i would set the speed like this.

First section change sprite position every 4th frame
Second section change sprite position every 3rd frame
Third section change sprite position every 2nd frame
Four section change sprite position every frame

As for the new Ryggar sprites.
The new set contain all original detail just remapped to new palette.
Every sprite occupy 32x32 block but i have moved each of the sprite to the left and i guess this is where you have problemm.
I did that in order to prepare for some speed optimisation here.
I noticed almost every ryggar sprite is not wider than 24pixels (expect when he dies where is 32px wide). This mean in half of it position you need to blit only 2 Times per 16px, while in the rest 3 Times.
For example

Case where you need only to make 2 blits
################ ################ bitplane data
################ ########__________ sprite data

Case where you need only to make 3 blits
################ ################ ################ bitplane data
_____________###### ################ ##__________________ sprite data

I can reposition every sprite in the middle of those first 24px if you say this optimisation is worth using.
Since we have to figure the worse scenario, so far we can skip this, since I have allways to blit 3 word in order to shift rygar. I'll left sprite parallax when all stable gfx is done, and speed test are made
sandruzzo is offline  
Old 24 September 2016, 16:49   #1410
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Waiting for control panel gfx
sandruzzo is offline  
Old 24 September 2016, 18:00   #1411
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
Quote:
Originally Posted by sandruzzo View Post
Waiting for control panel gfx
Is that not these sandruzzo?

http://eab.abime.net/showpost.php?p=...postcount=1367

...or do you need Trachu to modify further?
DamienD is offline  
Old 24 September 2016, 18:13   #1412
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Quote:
Originally Posted by DamienD View Post
Is that not these sandruzzo?

http://eab.abime.net/showpost.php?p=...postcount=1367

...or do you need Trachu to modify further?
It's ok, but it must be modify a little bit
sandruzzo is offline  
Old 25 September 2016, 04:14   #1413
Prosonic
Registered User
 
Join Date: Mar 2013
Location: Morwell Victoria Australia
Age: 49
Posts: 113
just had a go at the update and its plays really smooth, I did notice that when you bounce off a monsters head rygar doesn't flip but its a work in press, cant wait to see this when the monsters are moving at their correct different speeds or isn't this possible?
Prosonic is offline  
Old 25 September 2016, 04:52   #1414
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Quote:
Originally Posted by Prosonic View Post
just had a go at the update and its plays really smooth, I did notice that when you bounce off a monsters head rygar doesn't flip but its a work in press, cant wait to see this when the monsters are moving at their correct different speeds or isn't this possible?
We miss some rygar frames
sandruzzo is offline  
Old 25 September 2016, 11:59   #1415
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,424
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by sandruzzo View Post
We miss some rygar frames
Sandruzzo, i sent you the full sprite sheet made from the arcade roms.

Which positions are missing if there are any ??
dlfrsilver is offline  
Old 26 September 2016, 06:06   #1416
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Quote:
Originally Posted by dlfrsilver View Post
Sandruzzo, i sent you the full sprite sheet made from the arcade roms.

Which positions are missing if there are any ??
In the oldest sheet, I didn't have rygars' somersault
sandruzzo is offline  
Old 26 September 2016, 12:50   #1417
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,424
Send a message via MSN to dlfrsilver
ah ok, so from my new sheet, you have them all then !
dlfrsilver is offline  
Old 27 September 2016, 10:19   #1418
Aarbron
 
Posts: n/a
I looked today at the latest Amiga Rygar side to side to the Arcade version - it's just me or the Amiga version actually looks BETTER than the arcade one? I mean, the arcade got a flat blue sky over the mountains while the Amiga has a subtle blue gradient and some clouds!
Amazing work!
I had to disable CPU caches to get it running correctly on WinUAE, seemed fine nonethless.
Btw, I came across this video showing a running demo of Shadow of the Beast with technical info from the developers, [ Show youtube player ]
at one point it says "128 colors at once in the screen"
interesting
This means they counted the copper gradient effect in the 1st stage? Did it had 32 colors also? Sorry if this has been discussed previously here, just curious since Rygar seemed quite colorful too.
 
Old 27 September 2016, 10:21   #1419
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Quote:
Originally Posted by Aarbron View Post
I looked today at the latest Amiga Rygar side to side to the Arcade version - it's just me or the Amiga version actually looks BETTER than the arcade one? I mean, the arcade got a flat blue sky over the mountains while the Amiga has a subtle blue gradient and some clouds!
Amazing work!
I had to disable CPU caches to get it running correctly on WinUAE, seemed fine nonethless.
Btw, I came across this video showing a running demo of Shadow of the Beast with technical info from the developers, [ Show youtube player ]
at one point it says "128 colors at once in the screen"
interesting
This means they counted the copper gradient effect in the 1st stage? Did it had 32 colors also? Sorry if this has been discussed previously here, just curious since Rygar seemed quite colorful too.
Rygars' is 32 colors on screen, plus color gradient, plus parallax colors. We'll try even with 64 colors
sandruzzo is offline  
Old 27 September 2016, 12:16   #1420
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
Strating to add lower control panel
sandruzzo 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 20:07.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.13962 seconds with 14 queries