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Old 22 February 2018, 16:57   #101
Amiga1992
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WHO uses RF in this day and age? :P

The scanlines test thinking the colors blend would have worked, if the Amiga's display was interlaced, but it's progressive.. They would never blend.
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Old 22 February 2018, 17:27   #102
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Quote:
Originally Posted by Akira View Post
WHO uses RF in this day and age? :P

The scanlines test thinking the colors blend would have worked, if the Amiga's display was interlaced, but it's progressive.. They would never blend.
no, the PAL delay line in a TV set only stores the last transmitted line. So it is always the previous line in the field and not the previous in the frame!
Amiga, in non-laced mode now, is sending both PAL-fields without offset on top of each other (50 times per sec).

So a TV-set with a delay line should now mix the color information of the previous line with the new line and give us some blending.

Last edited by Gorf; 22 February 2018 at 17:32.
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Old 22 February 2018, 17:50   #103
Amiga1992
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Hmm so it depends on the TV set?
What kind of set would do this? I never seen it happening.
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Old 22 February 2018, 18:38   #104
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Hmm so it depends on the TV set?
What kind of set would do this? I never seen it happening.
The older the better.

If you look closer at Steril's CRT picture, we can see it already there ... (I don't know how his old thing handles composite):

Look at the "Balls" at the bottom and the colours around the white in the center of each ball. There should be stripes of white and the next brighter color, but instead we see a new color.

So why do we still see stripes at other places in the picture?
Probably because they are very different in brightness and only the colour-part ist going to mix.

So a equally bright blue and yellow stripes will give us a green area of the same brightness.
But a dark blue stripes and bright yellow stripes will result in a somewhat geenish pattern of dark and bright stripes..


An other trick of producing a new colour is changing the same pixels between two colors in every field. As long as the brightness is roughly the same, the human eye will see no flickering but a new color. This "temporal dithering" works also better on CRTs, because of the afterglow and the overall not so stable picture..

There was little use for this feature on Amiga, because you can change the colour midline with copper. But is was used on the C64, were the fixed colour palette was far more limiting.

Last edited by Gorf; 22 February 2018 at 18:55.
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Old 02 March 2018, 23:17   #105
Tigerskunk
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Game is making good progress..

Aiming for a spring release now..
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Old 02 March 2018, 23:37   #106
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Looks excellent man, top work! Looking forward to it.
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Old 03 March 2018, 15:36   #107
idrougge
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Quote:
Originally Posted by Akira View Post
WHO uses RF in this day and age? :P

The scanlines test thinking the colors blend would have worked, if the Amiga's display was interlaced, but it's progressive.. They would never blend.
Doesn't the Lacer tool turn on interlace even for lowres screens?
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Old 03 March 2018, 19:34   #108
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Quote:
Originally Posted by idrougge View Post
Doesn't the Lacer tool turn on interlace even for lowres screens?
it probably does by sending the missing offset signal. So instead of drawing the odd field on top of the even (both being the same), it will be drawn with one rasterline offset (which would be blank in non-laced mode.)

but as mentioned before: it should not affect the PAL-delay-line-artefacts, because it only stores the last transmitted line and not the whole field.
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Old 01 April 2018, 23:23   #109
Tigerskunk
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[ Show youtube player ]

Inviyya on the Revision 2018 Games Compo...
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Old 02 April 2018, 12:22   #110
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WoW ! Such great Work . , It remind me disposable heros, rtype,T--Zero and project-X for the digits !!
The graphics are so cool, music stunning !!

Jean .


Last edited by thairacerjp; 02 April 2018 at 13:15.
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Old 02 April 2018, 12:50   #111
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Oh man, oh man! That's absolutely gorgeous!
Also, can't believe I missed the twitch broadcast, totally slipped my mind!
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Old 02 April 2018, 17:15   #112
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That looks better every time I see it
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Old 02 April 2018, 23:58   #113
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This looks set to be the R-Type-inspired game we never had and always wanted!
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Old 03 April 2018, 09:34   #114
Tigerskunk
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Thanks for the nice words, guys...
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Old 04 April 2018, 16:26   #115
Tigerskunk
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I just copy the release notes into here...

This is the final version of the Revision 2018 demo of

INVIYYA

A SHMUP for the Amiga 500 and all other OCS machines with at least 1 mb of RAM (the second 512k might be fast,chip or slow, no problems with either config here), and OS 1.3 up to 3.1 should be supported. No AGA machines, though. If this runs there, write me an E-Mail and get me a beer, since I never tested this…

Some enhancements/fixes compared to the version shown at Revision:
* Title Screen - High Score List switch fixed.
* Much better collision detection enemy bullets - player
* one more enemy type
* mid level boss fight included

Generally, this version is how the game is intended, difficulty wise. I made the Revision version a lot more easy, so we could record this and show as much of the level as possible without dying.

The final game will have:
* two player mode (for those beer evenings with your dude friends)
* three more levels
* extra weapons
* a proper score and hi score list which hopefully gets saved on disk.


Have fun...
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Old 04 April 2018, 17:30   #116
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Looking forward to trying this out later
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Old 04 April 2018, 18:58   #117
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Gameplay - Inviyya
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Old 04 April 2018, 19:22   #118
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Nice, thank you..
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Old 04 April 2018, 19:39   #119
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Many thx m8! That's awesome!
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Old 04 April 2018, 20:02   #120
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Cool, thanks for this

Only one thing; it's impossible to kill all enemies in the waves as your ship is too slow... worth speeding up a little?
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