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Old 19 June 2017, 13:16   #1901
roondar
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Originally Posted by DamienD View Post
What? I said that it's ok but not great...

I never said it's awesome.
Sorry, I misread that somehow.
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Old 19 June 2017, 21:32   #1902
Havie
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I vote for Salamander.
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Old 20 June 2017, 00:19   #1903
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I vote for Sandruzzo completing Rygar. One game is better than zero.
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Old 20 June 2017, 00:24   #1904
DamienD
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I vote for Sandruzzo completing Rygar. One game is better than zero.
Agreed

...Anything else is an after discussion so let's not get ahead of ourselves now and complete the original mission.
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Old 20 June 2017, 02:01   #1905
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I vote for Sandruzzo completing Rygar. One game is better than zero.
Actually my Shinobi vote was for AFTER Rygar get completed,to be precise
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Old 20 June 2017, 05:55   #1906
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I vote for Sandruzzo completing Rygar. One game is better than zero.
Thanks Mate
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Old 20 June 2017, 11:41   #1907
dlfrsilver
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Ok i will then prepare carefully the shinobi arcade assets
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Old 20 June 2017, 22:32   #1908
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my vote for Rastan
Yeah, ever seeing that advertised in the Commodore Amiga software catalog, I have been looking forward to it.
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Old 21 June 2017, 20:31   #1909
Havie
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Actually my Shinobi vote was for AFTER Rygar get completed,to be precise
My vote for Salamander was for after Rygar is complete too and before Shinobi!
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Old 22 June 2017, 00:40   #1910
invent
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I'd be more persuaded to work on a new game that Galahad/FLT suggested in the scene thread "Barnsley Badger" recently, as much as I do remember seeing Rastan advertised in an Amiga magazine. Converting C64 games would be just as much fun as arcade.
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Old 22 June 2017, 07:16   #1911
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I'd be more persuaded to work on a new game that Galahad/FLT suggested in the scene thread "Barnsley Badger" recently, as much as I do remember seeing Rastan advertised in an Amiga magazine. Converting C64 games would be just as much fun as arcade.
I vote for c64 conversions!
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Old 26 June 2017, 09:28   #1912
sandruzzo
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Since I have to wait for Gfx, I would like to test if we can have an IK++ games, on A1200
at 640*400 256 colors with 3 sprites 64 px 16 colors used for players, going on at 50 hz.

Someone have some gfx to use as test?
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Old 26 June 2017, 11:44   #1913
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What mode will get 640x400 8bpl without interlace, or are you thinking 480i?

That game uses lots of tricks to create the display, could be a really interesting project to update!
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Old 26 June 2017, 13:01   #1914
sandruzzo
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What mode will get 640x400 8bpl without interlace, or are you thinking 480i?

That game uses lots of tricks to create the display, could be a really interesting project to update!
Interlaced
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Old 06 July 2017, 08:20   #1915
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Speaking About Optimization, since I use triple buffer, I'm thinking about changing tiles routine.

Now I usee to blit 3 times same tile, into different buffer. I can blit only one tile, and when Colum be ready, I can do 2 other huge blit, into the others 2 buffer.

With this way, I can spare a Lot of cpu cicles..
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Old 06 July 2017, 17:53   #1916
ross
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Originally Posted by sandruzzo View Post
Speaking About Optimization, since I use triple buffer, I'm thinking about changing tiles routine.

Now I usee to blit 3 times same tile, into different buffer. I can blit only one tile, and when Colum be ready, I can do 2 other huge blit, into the others 2 buffer.

With this way, I can spare a Lot of cpu cicles..
Hi sandruzzo.

The two huge column blit is surely faster.
But how about 'equal' distribution of blitter time through the frame?

With this approach every 16 scroll/pixels you have an increase in blitter usage..

Cheers,
ross
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Old 06 July 2017, 19:30   #1917
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At the end, we have the same amount of moved data, and since we have to handle the worse scenario, this would be the case
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Old 06 July 2017, 20:20   #1918
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At the end, we have the same amount of moved data, and since we have to handle the worse scenario, this would be the case
Yes, the same data but no more spread across various time frame.
(I've not checkd your code so I suppose that the columns is 'constructed' in HIGH/x_SCROLL_PIXELS(x3) times)

With this method every 16 scrolled pixels you are EVER in the worst scenario
And prone to some (avoidable) sporadic slow downs
(versus a fast game in normal situation).

But some tests is due.

Ciao!
ross

PS: your work is remarkable
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Old 06 July 2017, 20:34   #1919
sandruzzo
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Yes, the same data but no more spread across various time frame.
(I've not checkd your code so I suppose that the columns is 'constructed' in HIGH/x_SCROLL_PIXELS(x3) times)

With this method every 16 scrolled pixels you are EVER in the worst scenario
And prone to some (avoidable) sporadic slow downs
(versus a fast game in normal situation).

But some tests is due.

Ciao!
ross

PS: your work is remarkable
Yes Ross you've nailed it! My concern is to have as much as free cpu as possible. Some test will be like a handy!
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Old 08 July 2017, 23:36   #1920
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Hi Sandruzzo

It seems KEvin is doing the great job with EHB. I unfortunatelly dont have enough time but i helped him with whatever i could.
I Wonder about one thing. We are limited to 128px wide background due to OCS limits. Could we have 256px wide sprites on AGA? Maybe with more colours?
This would be nice enhancement for AGA, without doing too much additional work.
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