02 January 2021, 02:56 | #21 | |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 672
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Quote:
The game itself, another story, never understood the praise and ran slow as crap. |
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02 January 2021, 10:44 | #22 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,160
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the graphics are good, the music is good, the power ups are good. but it's just too hard specially in the later levels and you can't make progress/get level codes like in other Bitmap Bros games.
and levelskip is useless because you need to get power related to the level you're going to play (like in chaos engine where the levelcodes save the money you have) |
02 January 2021, 11:21 | #23 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,468
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Damn, during the night I thought about the code, then today I wrote a few lines, but the laziness remains, so I don't know when I'll continue
Ok, here is a fixed-point math helper code to generate the 'zoom table' (actually it is a shrink columns bit-mask): Code:
m_step EQU 32 lea mask(pc),a0 move.w #(65536/m_step),d3 moveq #0,d1 .r moveq #0,d0 move.w #(65536/2),d2 ; .5 moveq #32-1,d7 ; 32 bit mask .m add.w d1,d2 addx.l d0,d0 dbra d7,.m move.l d0,(a0)+ add.w d3,d1 bcc.b .r ext.l d7 move.l d7,(a0)+ ; full image rts mask - I needed a mask that wasn't limited to 16 bits - I had to be able to use more than 16 zoom levels This is because on the A500 the zoom speed is very limited (I don't think it even reaches 12fps when the image visible part is big..), while on the A1200 you can reach 50fps. So you would have a magnify with a 'right' speed and a less coarse transition between the different images. With m_step=32 you double the generated images, but maybe for a better speed 48 is right. Off course using a value of 16 for m_step and extracting only 16 bits from the mask would give you exactly the ZOOMTAB used in Xenon2. EDIT: however, the ultimate goal remains to not even use the mask (or rather, use it indirectly) Last edited by ross; 02 January 2021 at 11:51. |
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