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Old 01 August 2017, 07:45   #2081
sandruzzo
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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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Old 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!
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Old 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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Old 01 August 2017, 14:31   #2084
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keep up the great work sandruzzo, must have Halfbright mode even if we have to loose an enemy or so .
Yes Mate. The problems are with dragons
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Old 01 August 2017, 20:27   #2085
jeff b00toNic
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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.
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Old 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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Old 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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Old 01 August 2017, 22:17   #2088
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Awesome work! Did you guys reverse engineer game code as well? or just recoding from scratch?
i did the reverse engineer of the whole graphic assets. But the game code is another story : it's programmed in z80.

I don't think anybody on EAB masters this language.
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Old 02 August 2017, 07:35   #2089
sandruzzo
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Quote:
Originally Posted by jeff b00toNic View Post
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.
In fact, I'm thinking about having only one dragon on screen and keep 64 Colors
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Old 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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Old 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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Old 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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Old 02 August 2017, 13:48   #2093
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Quote:
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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?
I get a guru in emulation while the game is loading.

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Old 02 August 2017, 16:21   #2094
jeff b00toNic
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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.
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Old 02 August 2017, 16:24   #2095
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Quote:
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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.
I was trying to do some test, I'll get back
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Old 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!
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Old 04 August 2017, 14:27   #2097
ross
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Quote:
Originally Posted by sandruzzo View Post
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!
Hi sandruzzo, there is no need to drop interleaved bitmap.
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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Old 04 August 2017, 15:46   #2098
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Hi sandruzzo, there is no need to drop interleaved bitmap.
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
You can't do much with blitter modulo
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Old 04 August 2017, 20:05   #2099
jotd
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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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Old 04 August 2017, 23:00   #2100
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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
can you then please explain me in PM or by mail how you have proceed ?
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