18 December 2008, 15:28 | #61 | |
move.l #$c0ff33,throat
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18 December 2008, 15:41 | #62 |
HOL/FTP busy bee
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You forgot Drum & Bass, Hip-Hop, EBM and so many more genres I think they mean 'main-stream' music which isn't sold on vinyl anymore. Nothing is as cool as a white labeled dubplate
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18 December 2008, 15:47 | #63 | ||
move.l #$c0ff33,throat
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18 December 2008, 15:55 | #64 |
HOL/FTP busy bee
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@StingRay
So Techno is also Electro right? Okay, I just wanted to make clear that still a lot of music is released on vinyl and I totally agree that the generalisation was the initial problem |
18 December 2008, 16:12 | #65 |
move.l #$c0ff33,throat
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19 December 2008, 11:26 | #66 |
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Hi meynaf,
Check your pm. |
20 December 2008, 10:18 | #67 | |
son of 68k
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Well, ok. Perhaps a few vinyls are still sold. But you can admit they're not exactly something easy to find nowadays (at least for ppl like me who didn't even know some might still be sold). |
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22 December 2008, 15:26 | #68 | ||||||||||||||||||||||||||||
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I've played around for a bit with the settings, and I must say that to me, it's not worth the trouble of setting it up properly. I'm going to stick to wavs, much easier, better quality in stereo, and much less cpu usage Quote:
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Buy a larger hd It still happens, some times. Maybe once or twice a month, on Fridays or Saturdays. Used to do it whenever I had money. Now, it's easy to control, and it's a lot more fun too this way. Then, what do you need? Quote:
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.Diablo 2 and clones: No mouse is no game. .Final Fantasy: Mouse sucks, console controller or even the keyboard rocks. .Strategic rpgs like FireEmblem: Mouse, keyboard and controller are all just fine. .Dungeon Master: No mouse is totally unplayable. Trust me, mice aren't always needed, or can even stand in the way, such as in Final Fantasy games. The best controlling method depends on the type of rpg completely. Quote:
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That's true. Writing an os in IA32 assembler is going to suck hard though. Even in 68k it's no fun Quote:
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.The file is there when needed by an installer script. .I don't know, really. I'll have to check. .MountEnv handles the env: directory in ram: Instead of copying env-archive to ram:env, it loads a file from env-archive when needed by a program which reads from env:. If this is the cause of play16 not finding the calibration file, then play16 is history I'm afraid. I'm not going to make booting slower just to use play16, while Hippo already plays back calibrated .It's handy for screen mode settings in programs like Adpro. Without. Adpro uses it's default setting, and that sucks Thanks for the tip .Pics, or it didn't happen Quote:
About rs, I've found that one recently, and the current version of my frame uses it. Let me know if you want to take a look at it. Indeed! But you can't expect developments to always be fast. Quote:
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; ; 4 bits per pixel indexed color to 24 bit color 2x2 down sampling. ; ; a0=even scan lines of 8bpp bmp file. ; a1=odd scan lines of 8bpp bmp file. ; a2=24 bpp output buffer for c2p. ; a3=color table in 00rrrrrr00gggggg00bbbbbb00000000 format ; and must be repeated 16 times. ; d0=scan line length in pixels. moveq #0,d3 .loop move.b (a0)+,d3 move.l (a3,d3.w*4),d2 lsr.b #4,d3 add.l (a3,d3.w*4),d2 move.b (a0)+,d3 add.l (a3,d3.w*4),d2 lsr.b #4,d3 add.l (a3,d3.w*4),d2 move.l d2,(a2) addq.l #3,a2 dbra d0,.loop Alright, I may give it a go. The assumption that it will be fine, comes from the peecee, where 16 color pics are always show in 24 bit mode. Scaling to 24 bit is always fine. I'll see how it looks in ham, which I can do with my ham emulator in free basic. Last edited by Thorham; 22 December 2008 at 15:33. |
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06 January 2009, 10:32 | #69 | |||||||||||||||||||||||||
son of 68k
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If you could put a 1083 and a pc screen side-by-side, displaying the very same image, you'd see what I mean. Quote:
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But can you imagine not having a peecee ? Quote:
If you have a raw 44.1 khz sound file (raw, not wave), then I can give you a test program. Or you can simply use my old "p" program to play a wave (preferably a flac, if you have one), and it will tell you (if you play a 16-bit sound). Quote:
No thanks. I've got enough partitions already. Quote:
Something new if possible... Of course some of the stuff you gave might be useful, but it certainly won't be complete. Same. Quote:
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On the other hand, if you like generated worlds, you can just play Captive. You have to move a lot more while fighting (or you end up dead). This doesn't add any tactical thinking, just more and more dodging. Anyway if you like solo there is no need for DM, you can just play Hired Guns. So who killed you this time ? Quote:
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Also, take care when you write C : it is rumoured that if programmers continue to write C at their current rate, the world will run out of curly braces by the year 2020 Quote:
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Just try DT2 and see if they play correctly. If not, perhaps I can re-source the players and make some corrections (that wouldn't be the first time I do something like that !). Quote:
For me doing Assign env: envarc: add was enough for all programs except IPrefs. Sometimes it's just impossible to do what you want to do in a clean way, and you have to make dirty things. Quote:
That's true. I expect them to always be slow Then... just read ;-) Coding is good for neurons, not beer ;-) Quote:
Of course 16 color is always good in 24 bit mode, but ham may well perform very poor on highly contrasted images such as low bpp ones. On the other hand, I've never really checked this. |
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13 January 2009, 16:33 | #70 | ||||||||||||||||||||||||||||
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It probably does. Hippo player doesn't seem to read that much of the music, so there's no choppy behavior. Yes, I'm probably going to stick to wavs. Uncompressed data of this kind is easier to handle on less fast cpus. Not anymore, no Quote:
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Yes, on Amigas it's all too easy to make far to many partitions, isn't it. Better limit the number you make. What? You don't like beer? Oh noes Quote:
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It's possible to use the new icons palette if you're using new icons. One can make really good looking interfaces with those colors, I reckon. Quote:
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Eh, I don't get it Quote:
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I don't always. Some things, like programs you don't use a lot, and don't have to be written till perfection, I'd rather do in C. Much faster to write, and reasonably fast results. Quote:
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When I look at developments made in the last 100 years, then I think that maybe it's about time some things were developed a little slower. Indeed. I was once doing some coding in 68k while I was well on my way to becoming drunk. Took me one and a half hours to finish the code. Then I put it aside and checked the next morning. The code worked, but had I written it in a sober state, it would've only taken me 20 minutes, tops Coding like that is possible, but it's slow and it's hard to concentrate; huge waste of time. Quote:
Could you send me some of those pictures so I can test for my self? I've ported your ham rendering routine to freebasic, so it's really easy to test. If you want a laugh, I could post this port, if you want. Last edited by Thorham; 13 January 2009 at 16:38. |
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16 January 2009, 15:24 | #71 | |||||||||||||||||||||||
son of 68k
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That's what I thought too.
And please do it soon, I ran into that damn limitation again ! Oh, yeah ! Some years ago I plugged my miggy into a friend's TV (yes). It was just an old, ordinary tv. His peecee was around the corner. I shown some images and transfered a few to the peecee (via a laplink cable). Then he displayed them and was stumped : the pics (some photographs !) were much better on the miggy. As a pityful excuse he said his gfx board was an old thing. Bah ! Quote:
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Frankly I prefer feminine voices... Quote:
What is your Hippo setting for that ? Quote:
But why don't you simply play your mp3 on your peecee ? You have a foot in the dark side. Be careful ;-) Quote:
You can use snoopdos to see what's happening. Quote:
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Or can you make them larger than 2GB ? Yeah, and it's not particular for beer, it's alcohol in general. I don't like the taste of that burning, neurotoxic thing. Is that really any loss ? Doubtful, eh ! Quote:
For me it needs to be a mixture of rpg (lots of characteristics which evolve with experience, and lots of objects), adventure (a strong, large scenario) and strategy (allow construction of buildings, making up of armies). Lots of things can be done before the gfx are needed ; we can draw/generate world maps, design the rpg (how skills and experience work), and think about how the game should look like (regarding its ergonomy). If you feel like a game designer, any idea is welcome. Plain and simple, you said it ! Quote:
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Say, generating a shape is relatively easy, but what contents to put inside ? Quote:
At first you don't even know that dungeons are generated, however after a while it becomes obvious. Quote:
If you like challenges you can try Knightmare or Black crypt. Well, ok. I'll ask otherwise : how far did you get this time ? The 68k codes are like huffman codes : more combinations are used for more frequent instructions. For me, a few additions can be done without overloading the code because opcodes in fact already exist : - allow byte ops on An regs (for move, not add/sub/cmp) - allow An regs as operands for logical ops (such as and, or) - allow pc-relative modes as destination - allow movem to use (an)+ and -(an) without restriction - add some of coldfire's insns, such as bitrev, byterev, mvs/mvz More additions will be trickier to add. We may need an equivalent of x86's shld/shrd, test-and-clear (like tas, but clr instead of set), conditional bit set/clr (like s<cc> but operating on bits), register rotations with immediate count >8, memory rotations with size and count... What types of new instructions can you think of ? Quote:
Ok ;-) Quote:
And it's especially true now that I have my asm include framework. Quote:
Right. I don't surf a lot. We're progressing Quote:
For Digibooster pro it does, not old Digibooster. However it'll suck much less if you order it not to suck too much. I say, you have to configure it to use : . Paula: fast 14 bit stereo calibrated as audio mode (push replay freq to the max) . listen to your music : if you hear crap, reduce the "boost" value, as that stupid ahi doesn't clip samples. Quote:
Usually running snoopdos to see what's missing is enough. About the WB way : true, but even in my special config, writing to env: goes in ram, where writing to envarc: goes to disk. However, when reading from env:, it first tries in ram then in envarc: so all that env: stuff no longer needs to be copied. This is the case for e.g. my 14 bit calibration and even Play16 won't complain. All of that is standard assign stuff, no need for strange env drivers ! Also, writes to L: and S: goes there, too, so those dirs will remain clean. Quote:
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About scaling factors : as you need this feature much more than I, then it's better you decide, provided that all scaling factors are available for all bit depths. Just take any image and reduce its color depth. Or grab a game or demo screen with uae. This way you'll have as many images as you want. |
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19 January 2009, 13:41 | #72 | |||||||||||||||||||||||||||
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I think it's actually just the monitor. Still quite lame, and I wonder why it's necessary. Quote:
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Yes, I know I think they're cool. No need to copy envarc: to ram:env, while the env: system still works like it's supposed to (mostly). Ok, I'm going to check it out this week. I was a little reluctant to do so, because I don't use play16, but I've become quite curious, and would like to know if other env handlers are more compatible than the one I'm using. Quote:
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I'll think about it. Quote:
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They're turn based strategy rpgs, a genre I've come to like a lot. If you do try Shining Force, remember that it's a little simpler than Fire Emblem for Game Boy Advance, but it should still give you a fairly good idea of what it's about. One warning: It's possible that your progress in Shining Force will not be saved after level 2 or 3 because of emulator incompleteness. I really hated this when I wanted to play back when I didn't have a peecee, so be warned. May be possible to fix with save states. Sounds interesting. Haven't played, yet However, if you have a more up to date version for me, I'll try again. Quote:
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Nothing interesting, just being able to use more addressing mode combinations with instructions like add, sub, etc. Although perhaps the distinction between address and data registers might be removed completely so we would simply have R0-R15. Seems like 'a bit' much, though. Quote:
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No, but the graphics should be handled by a machine specific part of the software. The UI part of a GUI is just a lot of highlevel logic, and is most certainly portable. I don't surt a lot anymore, either, thank goodness. No point if your main program isn't finished. Quote:
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Indeed. I've only programmed in Visual Basic Express Edition, which I've stopped using, because it's to slooooooow, and I'm now using FreeBasic exclusively, except for some generic c programs, that could also be written on the miggy. No DirectX for Quote:
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However, I do still think downscaling to be an essential feature in a modern image viewer. Large images will fit on the screen, and consume much less chipmem. Example: 1280x1024x24 bit needs 1280 kb when rendered in ham without scaling. When scaled down to a screen size of 640x512, this drops to a measly 320 kb. Quite important! Ok, I just thought it would be nice to test with images that were made in low color modes. Last edited by Thorham; 19 January 2009 at 13:51. Reason: Typos |
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20 January 2009, 15:05 | #73 | |||||||||||||||||||||||||||
son of 68k
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Turn it on then Quote:
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Yeah, see when you can't touch and have nothing to entertain you at night but your callused right hand Quote:
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If you call actual games "modern" then it's definitely not the type of thing I want. I'm sick of all those first person shooter/platform games. You can start by examining existing games and collect all "ingredients" that make you like them (or not !). First I need to make the "classical" one functional. You can help if you want... Yeah, sure. And I like adventure and strategy, too. For a bare, desert land, pure random shape generation can give good results. Maybe for a whole planet's land too but I didn't try. Quote:
There are too many of them to fit on floppy, and they all look the same. Anyway it's a known fact, and I've seen the code to confirm ;-) Quote:
If other people love challenges as well, then I may open a thread about my custom dungeon, to hunt for beta testers. Quote:
However, if you really want it, I can give you the latest version, of course. Quote:
64-bit shifts with two registers. Quote:
Just consider the mere "move" instruction : it's already 3/16 of the codes in itself. The same can't be done with add and sub ! Add, sub, and, or, cmp are all 1/16 (roughly). That's 8/16, that is, half of the codes that are there. Branches take 1/16 too, same for rotations. Line-f opcodes ($fxxx) are reserved for co-processors (1/16 more). Line-a ($axxx) is free but coldfire uses it. Frankly, apart if you totally destroy existing code and make it larger (which would be wasteful IMO), you can't add a lot. Also, the necessity to use a register for add-style ops never annoyed me much for now : the necessity to extend a byte when you use it as index annoyed me much more ! Quote:
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Good news Can't it be made independently ? Quote:
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Just do that in your startup-sequence : . assign env: to ram:env and envarc: whereever you want it . add this : assign env: envarc: add . only copy envarc:sys to env:sys and you're done. Of course, anything you want to not be read from disk every time can be copied to ram: too. There aren't lots of stuff in envarc: anyway (at least in mine). No problems for now, and I don't see any possible one. All those config files, key files, and so on go in the same dir. Standard WB stuff stays in L/ and S/, of course. Quote:
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Anyway, everything is best done sober IMO Quote:
Then grab some pics from games. They're the best sources for 16 or 32 colors images. |
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26 January 2009, 17:17 | #74 | |||||||||||||||||||||||||||
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Still no reply from RCK. Let's wait a while longer.
It's quite odd that it would have such low picture quality. Probably just a cheap one Quote:
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That takes a minute... Not that long, but still, not comparable to my miggy Quote:
For me they are if it makes my machine boot faster Quote:
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The peecee has RTS games with RPG elements. Care to share any details about this theme? Quote:
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In terms of RPGs, the game world and the game mechanics can be enhanced compared to how it used to be. Quote:
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Those two elements can work fantastically when combined with a proper RPG basis. Quote:
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Because... Hmm, I apparently just like them a lot Quote:
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I will. It will probably turn out to be quite simple, as things like that often do. It's just the initial thinking of a good idea that's the hard part Perhaps you're a little strange for not owning a peecee Quote:
Ok, but it's not a problem when porting an OS to another machine. Indeed. What a waste of time that was. Perhaps if the interface is made generically enough. Have you thought about doing your own version? Yes you have, haven't you Quote:
Yes. It's HD0:Prefs/Env-Archive Standard Workbench issue. Quote:
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Don't know about VB, but VB Express Edition (free to use) is fully managed and it uses the .net bloat framework. So yeah, it's slooooooow Is java also slow when compiled to native asm? Quote:
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The results are actually not bad! If you want to test this, just scale down some pics and save them as 24bit BMPs and use your viewer to render the results. I can't believe I didn't think of this before. |
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30 January 2009, 09:00 | #75 | ||||||||||||||||||||||||||
son of 68k
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Or maybe the gfx board does this... because the software orders it. Who knows what can happen in those *ahem* beautiful machines. Headphones And where does the bass go with such ridiculously small loudspeakers ??? Quote:
Anyway if format specs can be found, then a player certainly can be written. Do you have some info ? Maybe some example modules ? Quote:
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What's actual boot time ? Hey that's not funny ! (well, perhaps a little bit...) Quote:
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An automap is a necessary feature nowadays (can be a standard feature such as in Ambermoon - the shortcut system rules -, a magical object like in DM2, or a spell a la Evil's doom). For fights, I prefer turn-based ones. Realtime makes those look like arcade games, as I already said. Now, if we have a 2D tile view at the center of our screen, what will the rest of the display be ? Quote:
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So what do you like ? Quote:
meynaf.free.fr/tmp/player-intf.lzx Quote:
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If you have an idea, please post it. Alas I don't think a generated world can value a manually drawn one. A few things are easily generated : hit-points and locations of monsters, contents of treasure chests, but the adventure story in itself can't be ! Then make a port of them :-) So I did : http://eab.abime.net/showthread.php?p=505342 Quote:
I studied the question a lot, you know. Even tried to recode everything Quote:
Strange. Do you have a few examples where this mem-to-mem add/sub would have been a saviour ? Quote:
That is not being strange. It is simply not being a sheep But let's imagine. They told me : hey meynaf, why don't you buy a peecee ? Ok. Assume I got a peecee. A few years later, though, it becomes totally obsolete. What ? I can't run that win95 software with my 386 ? Hey, wait, pal. Just wait a minute. I bought that damn thing to be able to use all of that peecee software and it no longer can ??? Should I buy a new one ? Perhaps. But a few years later, the problem will return : my P120 won't run WinXp. Ok, I'll get that 700Mhz brand new thing and... what ? It's already not enough ??? [scream mode on]STOP !!![scream mode off] I don't want to waste money like this, nor do I want to fulfill my attic with all those old machines. So, if I bought a pc, unless I accept to buy several of them in a few years, each one trashing the knowledge I got because the OS changed too much, the situation would be the same now : I have an old machine. But, if it's having an old machine, I PREFER ONE WHICH WORKS WELL. Quote:
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It's surely intended to be like that anyway. Quote:
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As I have several WB configs (switched with mouse buttons upon booting), I couldn't be as standard as that... Quote:
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If this can be handled, I just hope the code size won't raise too much (25 kb to display iff,gif,jpeg,png,bmp,pbm,pcx isn't so bad !). |
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02 February 2009, 22:29 | #76 | |||||||||||||||||||||||||||||||
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This would work beyond any doubt. My tv/video box I use on my peecee monitor allows adjusting the colors, and it let's you make them so intense the colors become ugly, just like on regular CRT tvs. Quote:
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I do have plenty of PS2 music that is in above ripped format, and getting the player source is as easy as going to Zophar's Domain and downloading the source. Still interested? I'll just boot up my miggy, thank you. Quote:
Cold: 17 secs Warm: 14 secs Both times don't include the IdeFix nag requester delay, because IdeFix is executed at the start of the startup-sequence. Could be better, I know. Just a little bit Quote:
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A good example would be Dune 2 versus Warcraft 2. Dune 2 could learn a lot from Warcraft 2's setup, and be made much more playable without changing the engine (except for controls). Take DM. Throwing enhances the Ninja skills of a character, but if I throw around stuff all day long, I wouldn't get better at being a ninja, I'd just get stronger and fitter! For the two schools of magic and the Fighter class they got it right. Things like that are fun, but they shouldn't be part of a new game. As for using magic in DM, this system is fantastic, but it seems to lack some logic and flexibility. These kind of things would have to be improved. Tough question meynaf Hard to say of the top of my head. Quote:
That's also a tough question The problem is getting building to make sense in an RPG adventure. Still a dream of mine. And then extend to other whole planets as well, and make it intergalactic... I will. Land generation should be easy enough, but good dungeons are a lot harder Quote:
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Already thought about it. It would be cool if Nintendo would support this, would make everything much less difficult, but I can't see that happening (haven't actually tried...). Quote:
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Almost there. Trust me, this is probably going to be a cake walk Quote:
Same for my mom who hasn't got a lot of money. She got a similar peecee from where she works (was also going to get thrown away). It had a completely crapped up Win2000 install on it. I just canned that and installed Ubuntu 8.something and my mom is very happy with the computer. If you buy a new computer, then it will be useful for at least a decade, and you may just try getting a reliable P III somewhere for almost nothing, or even for free. Quote:
For coordinates you're only dependent on pixel locations. This works the same on most computers, like Amiga, peecee, probably Macs, too. You just have to make the gui retargetable to handle different screen sizes. Same goes for colors. On Amigas and peecees, colors are simply RGB. Pre-AGA has four bits per gun color, AGA has eight, peecee has eight. Very easy to convert. Furthermore, both Amigas and peecees have palette modes that work exactly the same. On Amigas the number of colors can be chosen more flexibly, only difference. Really, those things shouldn't be any problem at all. Quote:
Hmm, then perhaps I've got an idea... Quote:
That's true! Why did they forget that? Quote:
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What? Compiled to native slower than managed VB code? That's not ridiculous, no, it's obscene Quote:
Yeah, I'm in the process of quiting, and when I do, smoking is next. Very bad habit, smoking Quote:
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06 February 2009, 13:28 | #77 | ||||||||||||||||||||||||||||||||
son of 68k
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Location: Lyon / France
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Too bad I can't see those too-intense-pc-colors... Makes me curious. Quote:
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You never heard of Octamed Sound Studio ? Boy, that's bad. Incredible lack of Amiga culture ;-) Quote:
Other platform trackers can easily be played, such as FastTracker2 (PC) or TCB Tracker (Atari ST), but soundchip emulation is a completely different thing. Just hope you won't run out of disk space because of so many huge wave files ;-) Quote:
Ok. But no more Quote:
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It appears you have lots of games waiting to be played ;-) Quote:
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You can't say what do you like ? You'd better stop smoking quickly then Remember it's only a GUI, no stuff behind Quote:
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Moreover, I think making the game engine work is more important than the story, which can come up much later. Quote:
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And remember : it is a challenge. It's not meant to be easy. By the way you told me that you'd return in here if a I gave out a new version and you didn't. Chickening out ? Quote:
I ended up with something which looked coherent. I even made a small virtual machine which is the most complicated hello world ever made :-) Quote:
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Or you will have a 256-color one, which will certainly not satisfy people who are accustomed with true color displays. Certainly, especially for people who never actually tried to do them Quote:
What idea ? (if I can ask) Quote:
It doesn't miss me anyway. It's one software per directory and if you want to trash the software, trash its directory and you're done. S is for scripts, L for handlers. Definitely not for configs and keyfiles. Quote:
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Btw BMP codec can't copy longwords because it's BGR, not RGB, so bytes have to be swapped. Dunno if it's work doing, then, but still correct for me if it doesn't go above 30k. |
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08 February 2009, 16:53 | #78 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,761
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Meynaf, I've come up with a simple little optimization in your bmp copy loop, and wanted to post it before replying to your post.
This code: Code:
move.b (a0)+,d5 move.b (a0)+,d6 move.b (a0)+,(a1)+ move.b d6,(a1)+ move.b d5,(a1)+ Code:
move.w (a0)+,d5 move.b (a0)+,(a1)+ ror.w #8,d5 move.w d5,(a1)+ |
09 February 2009, 16:32 | #79 |
son of 68k
Join Date: Nov 2007
Location: Lyon / France
Age: 51
Posts: 5,323
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Good
This is the style of opt you can come up any time ! Btw you forgot to say it also saves two bytes |
09 February 2009, 19:52 | #80 | |||||||||||||||||||||||||||||||||||||
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 47
Posts: 3,761
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Anyway, I've also found two small optimizations for your ham renderer (read the comments I've added): Code:
.loop ifne round moveq #2,d1 moveq #2,d2 moveq #2,d3 add.b (a0)+,d1 subx.b d4,d4 ; 00 si ok, FF si ça dépasse or.b d4,d1 ; inchangé si ok, FF si ça dépasse add.b (a0)+,d2 subx.b d4,d4 or.b d4,d2 add.b (a0)+,d3 subx.b d4,d4 or.b d4,d3 else ; round=0 pas d'arrondi, on coupe juste move.b (a0)+,d1 move.b (a0)+,d2 move.b (a0)+,d3 endc ; ; Do this in parts later. ; ; moveq #-4,d4 ; fc ; and.b d4,d1 ; and.b d4,d2 ; and.b d4,d3 ; move.l d1,d4 ; rrrr.... lsl.l #4,d4 ; rrrr....0000 move.b d2,d4 ; rrrrvvvv.... lsl.l #4,d4 ; rrrrvvvv....0000 move.b d3,d4 ; rrrrvvvvbbbb.... lsr.l #4,d4 ; rrrrvvvvbbbb move.l (a5,d4.l*4),a6 ; ; Register swap and dec instead of ; inc (modify table gen a little) ; move.l d3,d6 sub.b -(a6),d6 bcc.s .n0 neg.b d6 .n0 move.l d2,d5 sub.b -(a6),d5 bcc.s .n1 neg.b d5 .n1 move.l d1,d0 sub.b (a6),d0 bcc.s .n2 neg.b d0 .n2 add.l d5,d0 ; r+v add.l d0,d0 ; (r+v)*2 = 2r+2v add.l d5,d0 ; 2r+3v add.l d6,d0 ; 2r+3v+1b move.l d1,d4 sub.l a2,d4 bpl.s .n3 neg.l d4 add.l d4,d4 ; r *2 .n3 move.l d2,d5 sub.l a3,d5 bpl.s .n4 neg.l d5 .n4 move.l d5,d6 add.l d5,d5 add.l d6,d5 ; v *3 move.l d3,d6 sub.l a4,d6 bpl.s .n5 neg.l d6 .n5 ; b *1 add.l d4,d5 ; d4=r d5=r+v d6=b add.l d6,d4 ; r+b r+v b add.l d6,d6 ; r+b r+v 2b add.l d5,d6 ; r+b r+v 2b+r+v beq.s .vbrb ; all together = 0 -> gbrb sub.l d4,d6 ; r+b r+v v+b ; d6=r d5=b d4=v d0=f cmp.l d4,d6 bls.s .br cmp.l d4,d5 bls.s .bx cmp.l d4,d0 bls.s .fi .ve moveq #-4,d4 ;Moved (see above) and.b d4,d2 move.l d2,a3 addq.b #3,d2 move.b d2,(a1)+ dbf d7,.loop rts .br cmp.l d6,d5 bls.s .bx cmp.l d6,d0 bls.s .fi .ro moveq #-4,d4 ;Moved and.b d4,d1 move.l d1,a2 addq.b #2,d1 move.b d1,(a1)+ dbf d7,.loop rts .bx cmp.l d5,d0 bls.s .fi .bl moveq #-4,d4 ;Moved and.b d4,d3 move.l d3,a4 addq.b #1,d3 move.b d3,(a1)+ dbf d7,.loop rts .fi move.b (a6)+,d3 ;Changed from dec to inc. move.b (a6)+,d2 ;This is why the palette table move.b (a6)+,d1 ;has to be altered a little. move.b (a6),(a1)+ ;Moved for pipeline. move.l d1,a2 move.l d2,a3 move.l d3,a4 dbf d7,.loop rts .vbrb btst #0,d7 ; 0,2 -> b beq.s .bl btst #1,d7 ; 1 -> r beq.s .ro bra.s .ve ; 3 -> v (3210->vbrb) Quote:
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Yes, I do. Pang is an example of an old-school game (and a very good one at that, they just don't make them like that anymore ). A game like Hired Guns is more modern than Pang (hate the inventory screen, though). Quote:
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That's fine, mate. Quote:
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Ok, I'll see what I can do. Quote:
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I think I have something useful, I can post it next time when the code is ready. Quote:
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Hmm, I want to see that. I just don't think it's a very good idea to do everything in asm. An idea for a modern looking gui option. The gui can simply use the NewIcons palette and use a NewIcons style color remapping routine. Now the gui can look like those WinAmp skins. With a generic interface this should be implementable. Quote:
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Oh, you meant code size. I thought you were talking about the work space Staying under 30k should be easy enough. My whole bmp viewer is less than seven kb. Last edited by Thorham; 10 February 2009 at 16:57. Reason: Small error in code block. |
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