18 March 2024, 14:27 | #161 | |
PascalDe73
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 145
|
Quote:
Hi JOTD, I test Your latest version. On my A1200 all works correctly on my A500 Rev.6A (Agnus 6372A) (512+512k) not enough memory to start (Error 103) On my A500 Rev 6A(Agnus 8372A) (512K+512K) equipped with an ACA500Plus : On Standard A500 Menu KS 1.3 + 1.0M Chip (emulated from Agnus 8372A), Your ADF works correctly with a nice picture) But under WB 3.1.4.1 and under WHDLoad I have the same problem about a bad picture (as You can see in my video Youtube Posted Yesturday). [ Show youtube player ] |
|
18 March 2024, 15:26 | #162 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
|
that looks like program is believing that AGA is set...
thanks for testing. |
18 March 2024, 19:21 | #163 |
Registered User
Join Date: Jan 2024
Location: Canada
Posts: 27
|
Plays great on aga,appreciate the work you've done Jotd,thank you
|
18 March 2024, 19:24 | #164 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
|
Working perfectly fine and VERY smooth (as buttah) on A1200 with pistorm32
|
18 March 2024, 20:22 | #165 | |
Registered User
Join Date: Feb 2024
Location: Canada
Posts: 23
|
Quote:
|
|
18 March 2024, 22:26 | #166 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
|
Tried many things tonight, and all failed
- using CIA interrupt => fail, unexpected crashes. The game is enabling interrupts within the interrupt (to wait for tick or something). This is stupid but removing that locks up. And works from vblank. But not from copper screen or CIA... - reducing to 8 colors for green mountain + bobs: just too hard, too many colors, even with sprite overbooking. So I think that this will remain as is for 68000/ECS. AGA version could have 50 fps full without blitting with 16+16 colors. Maybe I'll do it, but not now. Will try to fix the remaining bugs and will move on for now |
18 March 2024, 22:58 | #167 |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 55
Posts: 1,975
|
Are You using $78 vector or ciab.resource? I never have problems with high priority timer interrupts. Of course used by me for Amiga music players only.
|
18 March 2024, 23:11 | #168 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
|
hooking on $78 vector. It should work, copper screen interrupt should work too, but the game irq requires borderline stuff. Not investigating further.
@PascalDe73: bad night but I think I fixed the corrupt display on ECS for you check new version. |
18 March 2024, 23:17 | #169 |
Registered User
Join Date: Nov 2019
Location: Croydon
Posts: 580
|
jotd sir you are unstoppable
|
19 March 2024, 02:43 | #170 | |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 674
|
Quote:
|
|
19 March 2024, 08:23 | #171 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
|
yeah, I thought it was possible but there was always something to contradict my hypotheses.
ECS version is okay (could not make it 512K either, other than removing the sfx+music which I'm not going to do...), I'm starting a full fledged AGA version which should run 50Hz even on bare A1200, with all layers, and moon city (which was missing from the ECS version due to lack of colors). I'll create a startup shell for the floppy version to select the best version for the current machine. |
19 March 2024, 11:20 | #172 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 828
|
A dedicated 50Hz AGA version is awesome, great job on this port so far.
I hope this shows that despite how incredibly simple and ancient these games may appear, it is still a very huge challenge, even for expert coders, squeezing everything into an OCS machine, even with ram upgrades. |
19 March 2024, 14:25 | #173 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
|
I'd love that someone proves me wrong. I'm not an expert coder, but I'm doing the bare minimum of blits, with assembly, so it's probably very close to what a wizard coder could do, unless the color constraints are discarded (merging colors which would be a problem on this colorful game, but AGA dual playfield will do the job).
|
19 March 2024, 15:49 | #174 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 733
|
You make a great job, not all coders today use assembler.
Your games are arcade perfect ! |
19 March 2024, 20:49 | #175 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 329
|
A wonderful conversion!
[ Show youtube player ] |
19 March 2024, 21:35 | #176 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
|
|
19 March 2024, 22:18 | #177 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
|
It's supposed to be hidden (ECS/AGA have BORDERBLANK) except that I can't seem to make it work with ECS.
If someone has a clue... Working on AGA version right now. I expect 1:1 pixel perfect or almost with all layers. Time to work on the hardware scrolling. |
19 March 2024, 22:21 | #178 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,842
|
@jotd
Not a coder, just a quick question tho, are the green and blue mountains both true intersecting parallax layers? I was thinking maybe the green ones could be done as sliced parallax (which, I believe, is cheaper), ditto for blue mountains if they're placed a bit higher or their details overlapping the green mountains are erased. Again, not a coder, don't know if it's possible or if it helps at all, just an idea. Last edited by vulture; 19 March 2024 at 22:36. |
19 March 2024, 22:22 | #179 | |
PascalDe73
Join Date: Apr 2019
Location: Charleroi Belgium
Age: 51
Posts: 145
|
Quote:
Sorry for Your Bad night... But You are a GENIUS.... It full works NOW on my A500 ACA500PLUS under WHDLoad version... and with Full both Montains (Green & Blue) Many thanks for that... and the time to resolve that problem. Your latest ADF version was tested too without any problems IN MY A500ACA500Plus In mode emulation 1MB CHIP (ECS 1MB) On my A1200 all works too (ADF & WHDLoad). Best Regards, Pascal Last edited by PascalDe73; 19 March 2024 at 23:04. |
|
19 March 2024, 23:11 | #180 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,200
|
Quote:
The blue & green mountains Y position varies depending on levels. I have used tricks to avoid erasing top of green because blue is already erasing. Also blue uses 2 bitplanes, and green uses 3, so blitting is (I think) minimal. But green has to use mask to preserve blue. When the colors become uniformly blue/green I'm changing color 0 to avoid filling the screen... Much faster. AGA changes that: blue mountain can be in 1 playfield, hardware scrolled, and green mountain is blitted in another playfield, no need to mask, just brutal blit. And moon city will probably be possible (it has more colors). Ground strip will benefit from hardware scrolling too. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
[WIP] Tetris conversion | jotd | project.Amiga Game Factory | 153 | 07 January 2024 20:18 |
[WIP] Frogger conversion | JoeJoe | project.Amiga Game Factory | 99 | 24 December 2023 13:11 |
[WIP] Galaxian conversion | jotd | project.Amiga Game Factory | 107 | 16 July 2023 19:37 |
[WIP] Pengo conversion | jotd | project.Amiga Game Factory | 95 | 14 July 2023 17:16 |
do you know if moon patrol was ported to the amiga ? | pbareges | request.Old Rare Games | 8 | 08 March 2005 18:12 |
|
|