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Old 21 October 2017, 16:36   #241
vulture
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Ah! Thx m8! So , I guess having it in the mixed fps section is just about right.
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Old 21 October 2017, 16:38   #242
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@roondar

Have you made sure there's no filter in display? Not even null iirc , it needs to be set to none.
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Old 21 October 2017, 20:11   #243
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No. Filter does not matter but filter _profile_ matters: do not use automatic/TV scaling modes because they always cut extreme overscan.
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Old 22 October 2017, 00:50   #244
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Quote:
Originally Posted by Dr.Venom View Post
You're right when it comes to the main levels, background scrolling is at 25hz, player and enemies at 50hz.

The -hidden- bonus stages in Apidya on the other hand also have the background scrolling at 50fps. (Haven't seen that mentioned before in this thread.)
[...]
Great thread btw
Yes I think so too. And the bonus stages seemed smooth, but the main game scrolling will be slower for the reasons I mentioned. If the "reaction" stuff is 50 FPS it would be just silly to whizz the background past the foreground just to prove a point :P

This thread sort of ties in with the arcade conversion thread, where now someone is trying to make a propa Outrun for us finally by the looks of it

The goal simply is 320x256 (320x200 NTSC) without slowdowns and you have arcade quality games in the true sense.

Arcade is not strictly coupled to full framerate of course, there are lots of game ideas quite beyond arcade games, but still for a game that feels professional and slick this is what you want to achieve. But if you have a good game idea you shouldn't make it less good just because you can't run it full framerate, of course.

For example, you'd think Exile would be easy to make run at full framerate, but if you want a big world with physics things change... it wouldn't be the same game if they had had tunnel vision on full framerate.

At the same time, there's no reason for a game idea like Bubble Bobble to run at anything less than full framerate.
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Old 22 October 2017, 01:57   #245
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@Photon

The thing with Apidya is though that only the player sprite is updated @50, everything else updates @25 not just the scrolling. If someone could verify otherwise for enemy bobs updating @50, I'll happily move it to the full frame section.

Edit:
Never mind, tried it myself, enemies update @50 fps, game moved to the full section.

Last edited by vulture; 22 October 2017 at 02:06.
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Old 22 October 2017, 11:05   #246
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Thanks everyone for the suggestions how to get the FPS bars to work

It turned out that Codetapper's suggestion worked, increasing the screensize in the windowed mode made them appear.

Quote:
Originally Posted by Codetapper View Post
Is your screen set quite wide? It appears in the far left if you have enough horizontal space, so try making a widowed mode 700 pixels or so for a standard 640 width res and see what happens.
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Old 24 October 2017, 23:49   #247
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Added Calephar to the list , another nice piece of coding: Full screen , full fps , music + fx , fast and very busy at times with no slow down. Gonna try ntsc and possibly update its status later.

EDIT:
Yup, works fine @60 fps as well!

Last edited by vulture; 15 January 2018 at 17:41.
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Old 19 January 2018, 10:12   #248
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What I don't quite get (technically) is, how would you update the scrolling (means, the whole playfield here) every frame, and the BOBs (which are part of the same playfield) only every other frame?

I can understand updating everything only every other frame, which is easy, but cannot wrap my head around these mixed fps modes...

Someone care to explain?
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Old 19 January 2018, 11:39   #249
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Quote:
Originally Posted by Steril707 View Post
What I don't quite get (technically) is, how would you update the scrolling (means, the whole playfield here) every frame, and the BOBs (which are part of the same playfield) only every other frame?
While the code is busy handling the bobs (which takes between 1-2 frames to complete), an interrupt could be set to trigger once per frame to update the playfield movement.
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Old 20 January 2018, 10:53   #250
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hi,it's surprising that datastorm is not in the list of 50 fps games .
Is he not really at that frame rate ??
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Old 23 January 2018, 11:03   #251
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@touko

Can't recall if it has already been tested, I'll check it out though.
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Old 23 January 2018, 11:25   #252
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Quote:
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@touko

Can't recall if it has already been tested, I'll check it out though.
Someone (not here) said it was 25 fps, but this game seems too smooth for me to be only at that frame rate .
But if it's the case, it's impressive how smooth is it for a 25fps game with all those stuffs on screen .
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Old 23 January 2018, 12:30   #253
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Checked it, it's indeed 25 fps. I added it to the 25-but-smooth section.

Last edited by vulture; 24 January 2018 at 00:06.
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Old 23 January 2018, 14:01   #254
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Ok, thanks ;-)
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Old 25 January 2018, 15:49   #255
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I like this initiative, maybe it could become a filter on HOL. Obviously the SOTBs and the Turricans are candidates, I would forward X-Out and Z-Out also (maybe I mentioned them before).
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Old 25 January 2018, 20:55   #256
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Yeah, that would be very nice!
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Old 06 February 2018, 17:22   #257
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Chrille on Forum64 told me something interesting about Apidya. There is another kind of scrolling when the end world enemy bosses moves, e.g. the mantis. Then the WinUAE indicator shows full 50fps.
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Old 08 February 2018, 17:40   #258
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Yeah, I think I mentioned that somewhere or maybe I just noticed it and said nothing
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Old 19 February 2018, 17:54   #259
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Added Paramax
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Old 01 February 2019, 17:26   #260
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Quote:
Originally Posted by Retro-Nerd View Post
Not all 50fps scrolling games on the updated list have 50fps moving objects/animations (i don't mean the games already on your mixed fps list). Sometimes you can see it (ghosting), sometimes the moving speed is slow but still smooth. So it could be 25 or less. At least scrolling is verified.
The animation of BOBs or sprites are usually not at 50 FPS. That would eat too much chip memory or disk space This is similar to most C64 games

Yes, Superfrog has only 25 FPS. Scrolling and sprites (Superfrog) are at 50 FPS, but all BOBs move at 25 FPS. E.g. the bees in the first world or the green ball (you can shoot with).
This is also similar in Zool and Zool2.

@Toni Wilen: One suggestion to improve framerate detection, you could look at $DFF0E0 - $DFf0FC (the bitplane pointers) and check how often they change. Most Amiga Games use double buffering. Ok, sometimes it is becoming more difficult, e.g. a split screen. But you could look at the bitplane pointers at a fixed copper position. And yes there are on the other side many games, that use different technics, e.g. Katakis (Dual Playfield) or Giana Sisters (AFAIR a big playfield without double buffering).

I would estimate that at least the half of the entries in the list are wrong like Superfrog, Zool and Zool2, while the scrolling and sprites are at 50 FPS.

And on the other side AFAIR Z-Out has 50 FPS. The scrolling might be as slow as it is only updated every second frame, but the BOBs move at 50 FPS and the buffers change every frame.
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