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Old 22 September 2019, 07:44   #21
Lazycow
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I'm still working on the level design of the advanced version and no Amiga graphics will be made until the levels are finished. Nothing to show, yet...
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Old 25 October 2019, 18:41   #22
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Small update: I successfully added clipping support to my low level code. So instead of reserving additional chipmem around the screen for all the blitter objects that want to leave the visible area, the graphics will just be clipped away. This hopefully frees enough valueable chipmem for the bigger graphics set of Wolfling.

And I have discovered why vbcc couldn't compile Powerglove with activated optimizations:
The assembler blitting subroutines didn't save all registers to the stack! I have fixed this and now Wolfling can be compiled with -O4 ...
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Old 25 October 2019, 18:47   #23
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Good to hear that
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Old 25 October 2019, 19:19   #24
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Waiting for this game. Hope everything will roll for the development
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Old 26 October 2019, 00:34   #25
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I successfully added clipping support to my low level code. So instead of reserving additional chipmem around the screen for all the blitter objects that want to leave the visible area, the graphics will just be clipped away.
Nice! On all four borders? When I decided to do clipping I realized that clipping at the top and bottom is sufficient, because you need three extra columns for horizontal scrolling anyway. So, assuming tiles are 16 pixels, BOBs up to a width of 48 don‘t have to be clipped. You won‘t save any memory. What‘s the largest BOB in Wolfling?
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Old 26 October 2019, 13:20   #26
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@phx: Wolfling's boss enemy is 48x48 pixel and yes, it's vertical clipping only for now. (because of your reasons)

But I'm planning to release my Amiga low level code as a link lib for everyone and then it should support horizontal clipping as well.
(Would anyone be interested in such a lib at all?)


Nevertheless, for 16x16 tiles you only need 32 extra pixels (320+32=352 pixels) and then 48 pixel blobs would need horizontal clipping! Here's an example with a 320x256 pixel screen and a 352x256 pixel bitmap.
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Old 26 October 2019, 14:54   #27
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(Would anyone be interested in such a lib at all?)
yes absolutely
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Old 27 October 2019, 01:34   #28
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Nevertheless, for 16x16 tiles you only need 32 extra pixels (320+32=352 pixels)
You are probably right. Very good example! Now I even remember that we already discussed that some time ago, but I must have been a lazy cow and didn‘t verify that properly.
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Old 28 June 2020, 14:24   #29
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But I'm planning to release my Amiga low level code as a link lib for everyone and then it should support horizontal clipping as well.
(Would anyone be interested in such a lib at all?)
a bump to remaind the lib lazycow
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Old 30 June 2020, 13:23   #30
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Hope to see an update on this one soon. I have the C64 version in my emulation library, and would love to have the Amiga version with the new features. Powerglove Reloaded is great, so I'm excited by this one. No rush obviously, just been quite a while since there was an update.
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Old 25 July 2020, 16:28   #31
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Small status update: The current working title of the game is "Wolfling reloaded", because it will have some new features. (Just like Powerglove reloaded had some new features) The 2nd level is already playable, but I am still working on the 3rd (and final) level. (slow progress, sorry)

@Raislin77: I have already released Wolfling's NES low level code as "lazyNES" lib for vbcc6502, see here: http://forums.nesdev.com/viewtopic.php?f=2&t=20226

The upcoming lib with the Amiga low level code would be more or less like that, including some examples, but for vbcc68k... (and not before the game is finished)
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Old 25 July 2020, 18:19   #32
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@Raislin77: I have already released Wolfling's NES low level code as "lazyNES" lib for vbcc6502, see here: http://forums.nesdev.com/viewtopic.php?f=2&t=20226


yes, i have it

Quote:
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The upcoming lib with the Amiga low level code would be more or less like that, including some examples, but for vbcc68k... (and not before the game is finished)
ok, if it's like the nes lib i can't wait
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Old 26 July 2020, 21:33   #33
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The upcoming lib with the Amiga low level code would be more or less like that, including some examples, but for vbcc68k... (and not before the game is finished)
top!
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Old 26 July 2020, 23:07   #34
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Nevertheless, for 16x16 tiles you only need 32 extra pixels (320+32=352 pixels) and then 48 pixel blobs would need horizontal clipping! Here's an example with a 320x256 pixel screen and a 352x256 pixel bitmap.
I love that picture. Describes nicely and visually how horizontal scrolling works!
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Old 27 July 2020, 00:02   #35
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Small status update: The current working title of the game is "Wolfling reloaded", because it will have some new features
Yes! It's not dead!
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Old 29 July 2020, 07:16   #36
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ok, if it's like the nes lib i can't wait
The libs won't be compatible, but they're very similar, with the same featureset: Background build out of 8x8 pixel blocks, 4way scrollling, optional split, moving objects (blobs). No audio, but happily cooperates with phx's ptplayer lib. Maybe even the same examples.

But back to Wolfling, early music preview:

[ Show youtube player ]
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Old 29 July 2020, 13:18   #37
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I like it very much.
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Old 07 August 2020, 23:55   #38
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Just completed the NES version. Next: C64. Looking forward, very enjoyable game!
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Old 08 August 2020, 23:49   #39
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Just completed the C64 version. Next: Wolfling Reloaded, whatever retro platform will be first!
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