01 August 2017, 07:45 | #2081 |
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Current Parallax layer is 112 height which is far too big compared to arcade. If we reduce it like the latter, more or less 60 px, I think we can have more stable 50hz
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01 August 2017, 10:10 | #2082 |
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Tried the latest version on my 1200 with 40mhz 030. Running straight from workbench worked fine except the graphic colours were all wrong and the parallax layer was split and one plane was scrolling and the other wasn't!
Tried again using ECS from boot menu and worked like a charm. Haven't tried this for a while and am really impressed by the progress - great work. Keep it up! |
01 August 2017, 12:29 | #2083 |
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keep up the great work sandruzzo, must have Halfbright mode even if we have to loose an enemy or so .
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01 August 2017, 14:31 | #2084 |
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01 August 2017, 20:27 | #2085 |
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Finally a version running on my 1200 28mhz without gfx bugs.
I can confirm it is slow if more than one dragon is on screen. If running from ClassicWB however the gfx bugs are still there (Background). But using early startup fixed that somehow. Maybe a system patch like fblit is causing problems. Awesome work. |
01 August 2017, 21:28 | #2086 |
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Yes - I get the graphics errors from ClassicWB. A self booting adf would be good to test to see if the game works ok without using the early startup menu.
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01 August 2017, 22:02 | #2087 |
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Awesome work! Did you guys reverse engineer game code as well? or just recoding from scratch?
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01 August 2017, 22:17 | #2088 |
CaptainM68K-SPS France
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02 August 2017, 07:35 | #2089 | |
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Quote:
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02 August 2017, 08:33 | #2090 |
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Added a test version with less big parallax and some reduce colors for panel. Just to see if it run better. Can you test it?
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02 August 2017, 09:30 | #2091 |
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Little Idea. Since we don't have sprite on the upper portion of the screen, we can have one dragon made by sprites!
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02 August 2017, 12:15 | #2092 |
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That would only work if that was the only occasion where that many blitter objects were in motion.
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02 August 2017, 13:48 | #2093 |
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02 August 2017, 16:21 | #2094 |
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Is this test version a completely different executable than the one before? If so,
why don't you change the code in the latest version? This one is like most others before. Broken background colours and still the same lags. |
02 August 2017, 16:24 | #2095 |
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I was trying to do some test, I'll get back
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04 August 2017, 08:46 | #2096 |
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Maybe I've found a way to further optimize bobs to speed up all. If we drop interleaved bitplane, and use regolar one, and optimize bobs' usage by using only 4 planes for each monster. Not only 16 colors, but 3-4 planes that can be mapped as we like. So we can have a lot of color on screen, and use less cookie cut planes.
Since 2-3 bitplanes will be spared, we can use fast cookie cut, and save 2 cicles per word per enemy on screen. I could give us a great boost! |
04 August 2017, 14:27 | #2097 | |
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Quote:
Nothing oblige you to use 'big mask' for the interleaved cookie-cut. You can use the 'old way' (blitting single plane) modifying blitter modulo and single mask use. The same for 'limited planes' bobs (smart usage of modulo). So you can have fast "full mask" interleaved objects and "limited planes" object in the same scene. Vice-versa in normal planes mode is impossible.. Or it's already this your idea? Ciao ross |
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04 August 2017, 15:46 | #2098 | |
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Quote:
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04 August 2017, 20:05 | #2099 |
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Dfrsilver I recoded Bagman/le Bagnard from disassembled z80 code and debug in mame without having coded anything in z80. Only 6502 and 68k
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04 August 2017, 23:00 | #2100 |
CaptainM68K-SPS France
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