16 July 2020, 00:04 | #221 |
Lemon. / Core Design
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Apart from the usual "clears" and "fills", you'd be suprised probably at how little the blitter really gets used (especially in my recent demos).. quite often to do things that are not exactly "visible" (ie.. to build bitplane pointers for each line of the screen etc..)
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16 July 2020, 01:20 | #222 | |
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Quote:
Great work McGeezer on showing it! |
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16 July 2020, 07:45 | #223 |
Inviyya Dude!
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Location: Amiga Island
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Seeing this, I think it's amazing that they even made it to 17 fps with this engine.
Wow. |
16 July 2020, 09:33 | #224 |
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I may remember wrong but I actually think sometimes (maybe a CRT thing) 17 fps looked better (or less bad) than 25 fps, because objects looked less ~"smeared/blended together" (previous 1/17 frame <-> current 1/17 frame) because the objects travelled more pixels between previous and current time (less overlapping in time).
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05 August 2020, 12:13 | #225 |
Inviyya Dude!
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07 September 2020, 22:05 | #226 |
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Hi All,
I have been trying out some methods to improve the speed of Xenon 2, though from my efforts so far 25fps seems the best we can hope to aim for, unless someone has some really neat trick up their sleeves. Currently I am able to render the 4 colour background and 16 colour foreground tiles at the cost of half a frame. This is using a 2 plane full screen cookie cut for the background. I had a look at using 5 bitplanes, which does reduce the load in half. However the colour palette needs to be doubled for this to work, and so removed the ability to define sprite colours (which i'm using for bullets and lasers) so a no go there. As the tiles move at a very slow pace, I have the tile rendering down to a mere 3 scanlines of execution So if anyone has any tricks, or ideas let me know. |
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