11 December 2022, 16:31 | #2661 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,064
|
Sorry, i really dont want to offend anyone.
Just saying the games that i had played where not 1x1 pixel scrolling. Wonderboy Castlevania Demo And a few where i cant remember the title. (getting old and dumb) But i found Scorpion Engine 1x1 Pixel Scrollers Games !!! Like the Rick Dangerous Remake Amigo the Fox and Boxx. I am really sorry if i offended you or anybody involved with the Scorpion Engine. This was not my intend. Also learned alot of Scorpion Engine in the process, so i am really thankful for that. Besides, i am really excited for all the development that is going on with this Engine. Only my highest respect for you guys (i am not worthy; HA, i cant barley make a Pong game ) I am just a dumb Sugar Baking Smurf |
11 December 2022, 17:52 | #2662 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
|
I wouldn't worry, i don't think you upset anyone. Probably felt that way but i think people where trying to say that their experience did not match yours.
Bob |
11 December 2022, 18:12 | #2663 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,064
|
Thanks Bob, you are probably right
I can undestand, if somebody is really passionated about something, its very easy to upset them. It´s never ever my intend to offend anybody here in this lovley community. As far as i am concerned we are one big Family. ( Yes; i know this might sound corny, but it has to said at least once ) Besides, i learned alot of Scorpion Engine in the process (thanks to you guys) and even watched pretty much every video i could find on that subject . Now i know; there are Scopion Engine 1x1 pixel scrollers out there (most need a A1200 tho ) (Sorry .. please dont hit me) Anyway; much love and respect from me Torti |
11 December 2022, 19:31 | #2664 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
|
On a final note, and we should probably leave the conversation here .
Some of us are working on projects that (if i understand your point) would not be possible with just a perfectly 25, 50 pixel movement per second. I'm tinkering with Spy Hunter so there wil need to be some strange scroll speeds to keep the arcade feel of the car up. But saying that it does look smooth an a 50hz display, so. I do hope you enjoy your Scorpion experience, it's a good place to start for us that are not natural coders. Bob |
11 December 2022, 21:02 | #2665 |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
|
Torti: (lol not tortilla, thanks autocorrect!) no offence taken I was just wondering if there was a performance issues I wasn’t aware of. There have been quite a few fringe cases where testers have reported games running either better or worse than expected, and it’s often a case of trail and error figuring it out.
I still have at least one performance report from someone playing my demo that makes no sense to me at all. Last edited by Mixel; 11 December 2022 at 23:11. |
12 December 2022, 05:19 | #2666 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
@Torti that's no problem at all!
--- Latest check in: * Improvements to level loading times, should be around ~6 seconds faster to load a level on A500 settings * Investigated issue reported by Lemming880 with A500 mini support, it should be fixed again --- Slight aside - made some progress with some cross platform Amiga and Mega Drive stuff in Blitz ( [ Show youtube player ]). I mentioned in the video that I didn't have audio solved, now I do (I think), so at least in theory I can get the ball rolling on the Mega Drive output for Scorpion. |
12 December 2022, 12:52 | #2667 |
Registered User
Join Date: Apr 2019
Location: UK
Posts: 300
|
Jetpack movement is great, now I don't have to bodge it in BlimpgeddonX.
|
12 December 2022, 16:21 | #2668 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
|
Erm... loading from adf did not become faster but much slower. I've tested Boxx Remake's adf on A500. Before the update loading a level took 32 seconds. Now 55 seconds. This time includes showing a panel (with level number) that took 8 seconds, now 12 seconds.
Thanks for the A500 mini fix. Do you still need my project for the platform collision issue? Edit. I forgot to say I've tested cartridge vs pre-cartridge versions. I just tested an adf from 3 days ago and that takes 1.03 minutes to load. So compared to that it's faster but not compared to pre-cartridge. Last edited by Lemming880; 12 December 2022 at 17:20. |
13 December 2022, 05:36 | #2669 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Excellent @UltraNarwhal!
--- @Lemming880 oh, oops.. I hadn't taken into account inefficiencies with the cartridge header format.. so I've reworked the format again. --- Latest experimental build reworks the cartridge format so that all of the metadata about each file (the position inside the cartridge file, as well as the compressed and uncompressed sizes) is held in memory rather than left on the disk. As such, the loading times should now be improved, even compared to those before the cartridge format was introduced. From my own testing, for the loading times between the title and the first level of Amigo the Fox: - Before cartridge format, 24 seconds - After cartridge format, 29 seconds - Current build, 18 seconds |
13 December 2022, 08:26 | #2670 | |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,607
|
Quote:
That is a big improvement. Looking forward to a new Wonder Boy build with faster loading times Thanks |
|
13 December 2022, 11:23 | #2671 | |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 828
|
Quote:
Mind you, can never remember games loading super fast back in the day either. Anyways, better get to work on 1.2 then 2023 highly likely .. |
|
13 December 2022, 17:04 | #2672 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
|
Floppy on A500: loading level 1 (without panel)
Boxx Remake: Before cartridge: 23 sec After cartridge: 50 sec Current build: 27 sec Boxx 4: Before cartridge: 25 sec After cartridge: 1.01 min Current build: 35 sec |
13 December 2022, 22:59 | #2673 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
@Lemming880 I can't explain why it'd still be slower, the latest build has fewer OS resumes and fewer disk reads than before the cartridge system. I'd be happy to take at the latest source code for Boxx 4 to see where the slowdown could be.
I did just want to check - is the timings from the very start of the app starting, or after (for example) pressing fire at the title screen? |
13 December 2022, 23:58 | #2674 |
Registered User
Join Date: Nov 2014
Location: Netherlands
Posts: 260
|
Project sent. Hope you find something. I've timed from pressing start in the menu until level 1 appears on the screen.
|
14 December 2022, 07:32 | #2675 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
@Lemming880 got it, cheers
--- Latest build is another attempt to fix loading times - from my own testing now, Boxx 4's level 1 loading time is reduced from 35 seconds to 27.5 seconds. (Though I'm a little worried some of the latest changes might have introduced other issues) I still can't quite account for the discrepancy between the loading times from before the cartridge format was introduced until now, but we're a lot closer at least. |
14 December 2022, 08:21 | #2676 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 828
|
One project I'm working on has a very scrambled map now! Others seem okay though
|
14 December 2022, 22:06 | #2677 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 50
Posts: 292
|
I have a request for Earok:
would it be possible to add a variable that returns the current position of the music? At least the pattern, so that you can stop the music and resume it more or less from the same position? |
14 December 2022, 22:33 | #2678 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Latest experimental:
- Fixed issue reported by @Acidbottle#2014 where very large levels would be visually corrupted - Some minor fixes related to panel rendering and cartridges - New addition to Load Panel and Load Level - music can be loaded simultaneously to reduce loading times --- @skyzoo73 I don't think we can get the current position/pattern with the library, but I think we might be able to pause/resume if that would be enough? |
15 December 2022, 00:57 | #2679 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 50
Posts: 292
|
|
15 December 2022, 22:57 | #2680 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,542
|
Latest fixes need some testing:
- Fixed issue reported by Acidbottle, AGA Sprite Double ("SSCAN2") cannot be enabled at the same time as multiplexing - Feature for SkyZoo, new commands for pausing and resuming music - The load music function supports setting the music position straight from the load rather than needing to do it on the next line (likewise, the load panel and load level functions can set the music position directly if music is loaded simultaneously with them) --- Edit: Minor update - Top and Bottom panels can be loaded simultaneously with a main panel or a level (reducing loading times a little more) --- Edit: Did *another* minor update - properly fixed AGA Sprite Double and Multiplexing (so it's now possible to use them together without glitches) Last edited by earok; 16 December 2022 at 06:02. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
2D Platformer Engine | carrion | Coders. Blitz Basic | 27 | 06 June 2019 14:35 |
New Chaos Engine!! | arpz | Retrogaming General Discussion | 75 | 31 August 2013 22:20 |
F/S Warp engine 32 mb | tabuhuso | MarketPlace | 0 | 24 February 2012 15:13 |
PC Engine CD | TodaysForgotten | Retrogaming General Discussion | 47 | 13 May 2009 23:57 |
Scorpion (100% working) | andreas | request.Old Rare Games | 13 | 01 August 2003 08:48 |
|
|