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Old 31 July 2020, 01:31   #681
Adrian Browne
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Is it possible to add code to red pill to add extra features etc beyond what the program offers? Can i run it in an emulated environment on a pc?
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Old 01 August 2020, 19:53   #682
Zener
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Redpill games are done without coding, just mouse and a bit of keyboard.

Of course, you can run it emulated in UAE/WinUAE/FSUAE.
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Old 03 August 2020, 04:03   #683
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Quote:
Originally Posted by Zener View Post
Redpill games are done without coding, just mouse and a bit of keyboard.

Of course, you can run it emulated in UAE/WinUAE/FSUAE.
Thanks.
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Old 04 August 2020, 04:56   #684
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I am trying to run red pill in fs-uae 2.6.2. I put the Blizzard SCSI 1230 IV 8.5.ROM file in the kickstarts folder. But when i launch red pill it says I still require the blizzard rom and it does not load. Bit of a new newbie here. Perhaps i am doing something wrong?
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Old 04 August 2020, 05:03   #685
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You are more likely to get FS-UAE support at the FS-UAE category in a fresh post.
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Old 10 August 2020, 19:37   #686
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Hello Zener,

Here is my bug report and suggestion for improvement :

[ Objects ]
For the player, I reached the maximum of the triggers (MAX 32 ), this is not enough in my case.
Can you increase the number of triggers (Max 32 :/) ?
[ Animations ]
When using a 2nd spritesheet, the mirror animations are not correct.
I have over 30 animations and clicking up to 30 is quite tedious.
Could you add an input field to go directly to the desired animation ?
[ HUD ]
When HUD is position TOP, there is a display bug (A line down shifted and doubled)
Can it be over the game (background+map) ?
Could you add an input field to PosX and PoxY ?
[ Tiles ]
....|--> [ Edit Propertie ]
Is it possible to implement different speeds for each tile animation ?

RedPill is amazing software creator


Here is the last update of "Guardian - The legend of flaming sword" with more features

[ Show youtube player ]

Last edited by Yoz Montana; 10 August 2020 at 19:43.
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Old 25 August 2020, 21:26   #687
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I've added some extra input fields in the last version

Quote:
Originally Posted by Yoz Montana View Post
Hello Zener,

Here is my bug report and suggestion for improvement :

[ Objects ]
For the player, I reached the maximum of the triggers (MAX 32 ), this is not enough in my case.
Can you increase the number of triggers (Max 32 :/) ?
[ Animations ]
When using a 2nd spritesheet, the mirror animations are not correct.
I have over 30 animations and clicking up to 30 is quite tedious.
Could you add an input field to go directly to the desired animation ?
[ HUD ]
When HUD is position TOP, there is a display bug (A line down shifted and doubled)
Can it be over the game (background+map) ?
Could you add an input field to PosX and PoxY ?
[ Tiles ]
....|--> [ Edit Propertie ]
Is it possible to implement different speeds for each tile animation ?

RedPill is amazing software creator


Here is the last update of "Guardian - The legend of flaming sword" with more features

[ Show youtube player ]
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Old 26 August 2020, 00:12   #688
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Quote:
Originally Posted by Zener View Post
I've added some extra input fields in the last version
Great news
I hope this new update brings a lot of novelty :P

_
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Old 26 August 2020, 21:18   #689
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It has been released already: https://tiny.cc/getredpill

v0.8.0
-Added action trigger Net Connect to connect to a remote machine and have a
multiplayer network game.
One machine in server, the client needs to enter the server IP. In a LAN, just
need to type the internal IP.
In different networks you can use external IP, probably port forwarding is
needed to find the target machine in the local LAN. REDPILL uses port 6666.
-Added contition trigger On Net Connection to detect when a connexion has been
established or if it is disconnected.
-Added condition trigger Is Net Remote to check if one player is remote or
local.
-Pong project has been updated to support two player network game
-Added action trigger Set Map Cols to activate/deactivate Object collisions.
-Added action trigger Norm Spd45 to adapt speed x and y when object is moving
in diagonal direction.
-Using Tool type NTSC in Game icon (or -NTSC parameter in the CLI) will force
the game to be launched in NTSC mode.
-Screen width now can go from 320 to 256, to allow for fast ports from other
platforms.
-Input system has been simplified.
-Frame control redone again to avoid flickering issues and horizontal lines.
-Objects of type shot now follow better the direction of the objects
instantiating them.
-Small change in cursor color.
-Input fields for Object width and height.
-Input fields for HUD object pos X and Y.
-Speed on col trigger now works on angle motion objects.
-When Speed on col is negative does not stick the objects to the ground
anymore.
-In Settings screen, now it is possible to select the Light theme for REDPILL
user interface.
-FIX: When using grid slice the frame offsets will be assigned automatically
the grid offset.
-FIX: Follow object was always following object 0.
-FIX: Only Vars from page 1 were accessible in the HUD screen.
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Old 27 August 2020, 07:57   #690
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Quote:
Originally Posted by Zener View Post
It has been released already: https://tiny.cc/getredpill

v0.8.0...
Thanks Zener
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Old 27 August 2020, 09:16   #691
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Great update!! Multiplayer, network is a great surprise.
Anyone like to try out pong with me? It got network play now.
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Old 27 August 2020, 10:57   #692
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Quote:
Originally Posted by nikosidis View Post
Great update!! Multiplayer, network is a great surprise.
Anyone like to try out pong with me? It got network play now.
Remember you probably will need to forward port 6666 to the Amiga or WinUAE local IP
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Old 29 August 2020, 20:49   #693
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Hi Zener,

I noticed differences in the scrolling :

Prerequisite : AGA Game, 256 colors, width 320, camera follow [x], 50fps, same camera limit, same Map width, same tiles, same Map, 1 object scrolls at continuous speed (speed = 2)

For a level with the following settings :

[ 8x8 Tiles ]
Number of Tiles: 1280

Result : Scrolling slowed down a lot
------------------------------------------

[ 16x16 Tiles ]
Number of Tiles: 320

Result : Scrolling good
------------------------------------------

[ 24x24 Tiles ]
Number of Tiles: 154

Result : Scrolling slowed down a lot
------------------------------------------

[ 32x32 Tiles ]
Number of Tiles: 80

Result : Scrolling good
------------------------------------------

In order of fluidity, from best to worst
[ 16x16 Tiles ] Number of Tiles: 320
[ 32x32 Tiles ] Number of Tiles: 80
[ 24x24 Tiles ] Number of Tiles: 154
[ 8x8 Tiles ] Number of Tiles: 1280

We can see that the fluidity is not related to the smallest number of tiles.
Where does this behavior come from?
The difference between 16 and 32 is very low in the fluidity of the scrolling but there is a very big difference in the number of tiles [ 16x16 = 320 tiles ] and [ 32x32 = 80 Tiles ].

When I changed the size of the tiles for reasons of optimization, i went from 16x16 to 8x8 of the tiles in the map.
Result, th scrolling slowed down a lot.
That's why I carried out these tests.

Last edited by Yoz Montana; 29 August 2020 at 20:54.
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Old 29 August 2020, 21:18   #694
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Quote:
Originally Posted by Yoz Montana View Post
Hi Zener,

I noticed differences in the scrolling :

Prerequisite : AGA Game, 256 colors, width 320, camera follow [x], 50fps, same camera limit, same Map width, same tiles, same Map, 1 object scrolls at continuous speed (speed = 2)

For a level with the following settings :

[ 8x8 Tiles ]
Number of Tiles: 1280

Result : Scrolling slowed down a lot
------------------------------------------

[ 16x16 Tiles ]
Number of Tiles: 320

Result : Scrolling good
------------------------------------------

[ 24x24 Tiles ]
Number of Tiles: 154

Result : Scrolling slowed down a lot
------------------------------------------

[ 32x32 Tiles ]
Number of Tiles: 80

Result : Scrolling good
------------------------------------------

In order of fluidity, from best to worst
[ 16x16 Tiles ] Number of Tiles: 320
[ 32x32 Tiles ] Number of Tiles: 80
[ 24x24 Tiles ] Number of Tiles: 154
[ 8x8 Tiles ] Number of Tiles: 1280

We can see that the fluidity is not related to the smallest number of tiles.
Where does this behavior come from?
The difference between 16 and 32 is very low in the fluidity of the scrolling but there is a very big difference in the number of tiles [ 16x16 = 320 tiles ] and [ 32x32 = 80 Tiles ].

When I changed the size of the tiles for reasons of optimization, i went from 16x16 to 8x8 of the tiles in the map.
Result, th scrolling slowed down a lot.
That's why I carried out these tests.
Alignment is the reason. Memory is accessed in 16-bit increments on the AGA blitter. If you try to go byte-level, some memory accesses have to read the other byte in, modify the current one and write both back at once. Those slow the writes down.
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Old 29 August 2020, 21:22   #695
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Basically, the smaller the tiles the slower it will run. It will require more CPU because the numer of tiles to check is higher and it will use more blitter blits for the same reason.

The case of 16x16 is good in terms of balance and also makes uses of a faster Blitz routine specific for this size, in general Blitz likes multiples of 16.

If you are using animated tiles try deactivating them or slowing their speed.

Quote:
Originally Posted by Yoz Montana View Post
Hi Zener,

I noticed differences in the scrolling :

Prerequisite : AGA Game, 256 colors, width 320, camera follow [x], 50fps, same camera limit, same Map width, same tiles, same Map, 1 object scrolls at continuous speed (speed = 2)

For a level with the following settings :

[ 8x8 Tiles ]
Number of Tiles: 1280

Result : Scrolling slowed down a lot
------------------------------------------

[ 16x16 Tiles ]
Number of Tiles: 320

Result : Scrolling good
------------------------------------------

[ 24x24 Tiles ]
Number of Tiles: 154

Result : Scrolling slowed down a lot
------------------------------------------

[ 32x32 Tiles ]
Number of Tiles: 80

Result : Scrolling good
------------------------------------------

In order of fluidity, from best to worst
[ 16x16 Tiles ] Number of Tiles: 320
[ 32x32 Tiles ] Number of Tiles: 80
[ 24x24 Tiles ] Number of Tiles: 154
[ 8x8 Tiles ] Number of Tiles: 1280

We can see that the fluidity is not related to the smallest number of tiles.
Where does this behavior come from?
The difference between 16 and 32 is very low in the fluidity of the scrolling but there is a very big difference in the number of tiles [ 16x16 = 320 tiles ] and [ 32x32 = 80 Tiles ].

When I changed the size of the tiles for reasons of optimization, i went from 16x16 to 8x8 of the tiles in the map.
Result, th scrolling slowed down a lot.
That's why I carried out these tests.
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Old 29 August 2020, 21:48   #696
Yoz Montana
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Quote:
Originally Posted by Zener View Post
Basically, the smaller the tiles the slower it will run. It will require more CPU because the numer of tiles to check is higher and it will use more blitter blits for the same reason.

The case of 16x16 is good in terms of balance and also makes uses of a faster Blitz routine specific for this size, in general Blitz likes multiples of 16.

If you are using animated tiles try deactivating them or slowing their speed.

There is no animated tile and just one object (spritesheet).
I had clearly contrasted that the 16 tiles are faster, that the multiple of 16 are too.

On the other hand, what is not logical is that with 1 object and 320 tiles per screen, it is not more fluid.

Is it possible to optimize the scrolling of the RedPilll engine?
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Old 29 August 2020, 21:49   #697
Yoz Montana
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Quote:
Originally Posted by Samurai_Crow View Post
Alignment is the reason. Memory is accessed in 16-bit increments on the AGA blitter. If you try to go byte-level, some memory accesses have to read the other byte in, modify the current one and write both back at once. Those slow the writes down.
Thanks for the explanation
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