01 April 2020, 21:36 | #121 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
|
@mcgeezer: Great work on the current video. How much RAM is that chewing up at the moment?
You are using the Sprites for main player, enemies, main player bullets and enemy bullets?!? When you code the game are you making a custom copper list or are you using _LVOOpenScreenTagList(), _LVOAllocBitMap() ?? Hopefully the engine will be easy to modify for Elevator Action Returns or Clock Tower (SNES) |
01 April 2020, 21:39 | #122 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
|
|
01 April 2020, 22:04 | #123 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
It's probably easier I tell you what the rough memory calculations are that I have available: Code:
Screen 1 122880 Screen 2 122880 Screen 3 122880 Tiles 61440 Sprites 819200 Code 150000 Copper 2048 Maps 32768 Music 200000 SFX 200000 Total 1834096 I create my own copper list. Many times I see people allocate their copper by declaring them in code/data segments. I allocate chip ram and then build the list upward which allows me to create pointers in the copper - I still don't know if this is a good way to do it but it works fast for me. Coding is slow due to the pandemic and having a little boy. My wife is looking after him during the day while I have to work because I'm classed as a key worker, so on an evening she is handing over to me. Absolutely no down time. Geezer |
|
01 April 2020, 22:19 | #124 | |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
|
Quote:
This way I lose a tiny bit of DMA-bandwith, but can quickly create and edit copperlist with as many pointers as needed. |
|
01 April 2020, 23:08 | #125 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Its probably six and two three’s Richard.
I like my way because i find it more readable than assembler directives which i use sparingly. But thanks for the response! Top man |
24 May 2020, 09:07 | #126 |
Registered User
Join Date: Aug 2014
Location: England
Posts: 228
|
|
03 January 2021, 14:18 | #127 |
Registered User
Join Date: Jan 2016
Location: NL
Posts: 32
|
Well...here's my slow&dirty attempt on A500/OCS/512chip+512slow.
[ Show youtube player ] Disclaimer: this will not be turned into a full game, because I do not have the time nor the knowledge to do this...I just wanted to see if I could get 'something' on screen that 'resembles' the arcade original. This slow attempt is the result of messing about in ASM for months; half an hour here and an hour there... It's basically an animation using cookie-cut blits, some color changes using the copper and a sprite overlay, using manual sprite mode, for the scores on top and ammo/lives at the bottom. Using this method for the fence would not work, because you'll need all 16 spritecolors for this and these colors are badly needed for the hero/enemies....bummer. I think I finally have a 32 color palette that should be useable for the first-part of level 1, after some tedious color reductions using ripped gfx from mame. I generated an animation, while playing the game in mame (in Linux), using the -mngwrite option and then extracted all the frames, using the convert-command, to png's The background is build using 16x16 blocks of gfx and a table that represents 1 screen (for now) to fill the 288x224 screen. Next challenge will be hardware scrolling.... |
03 January 2021, 15:36 | #128 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,164
|
it is already more playable than the Tiertex version.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Rolling Thunder | Dustyarddog | Games images which need to be WHDified | 5 | 30 January 2020 21:24 |
New Sh*t Game Time video: Rolling Thunder (Amiga) | ZEUSDAZ | Retrogaming General Discussion | 5 | 11 April 2017 00:56 |
Rolling Thunder vs Thunder Jaws | Solo Kazuki | HOL data problems | 1 | 20 June 2016 07:09 |
Rolling Thunder ++ | sareks | support.Games | 9 | 16 September 2010 17:09 |
Rolling Thunder | NfernalNfluence | support.Games | 31 | 05 August 2008 13:42 |
|
|