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Old 13 December 2019, 13:21   #101
Steril707
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Why you moved the whole thread?
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Old 13 December 2019, 13:32   #102
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...because I don't have the time to split into "XYZ" and "CODING" parts; and it's clear that it's now heading in a coding discussion direction.
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Old 13 December 2019, 13:48   #103
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Quote:
Originally Posted by sandruzzo View Post
With third buffer, you can skip one operation of double buffer cockie-cut:

from:

- save screen
- blit bob
- restore screen

to:

- blit bob
- restore screen
Quote:
Originally Posted by buzzybee View Post
@sandruzzo: Link does not work; would you check that? The RESHOOT-engine does not use a dedicated restoring buffer, but tripple buffering. The third buffer keeps background data intact and therefore serves as a restore buffer.
You are both saying the same thing.
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Old 13 December 2019, 13:55   #104
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@sandruzzo: As McGeezer quite rightly pointed out, we are talking about the same thing. So everything is settled by now. Let´s stop this coding discussion right here, as it too OT for me and seemingly also for some mods ...

@DamienD: Okay, would you please be so kind and move the thread to where it came from? Thanks a lot for your kindness and understanding. You are simply the best!
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Old 13 December 2019, 14:08   #105
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I think if one of the mods could delete from and including post 81 then the thread should be put back.

please please please... discuss coding in the coders section, I hang around there most of the time anyway and I'm happy to participate in technical discussion.
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Old 13 December 2019, 14:15   #106
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I’ll post some new graphics soon to balance the discussion
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Old 13 December 2019, 14:59   #107
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Cool, would love to see it
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Old 13 December 2019, 15:41   #108
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@buzzybee
@mcgeezer

Ok, fair enough
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Old 13 December 2019, 15:42   #109
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Ok, thread moved back but no more coding discussion.

Start a thread under the relevant section i.e. Coders. General, if you want to continue on that path.
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Old 14 December 2019, 14:17   #110
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Uploaded a new devleaks-video showing first vertical parallax scrolling tests. Have fun!

Patreons may access a written feature about why parallax is important for the immersion ...

https://www.patreon.com/posts/32335112

Last edited by buzzybee; 14 December 2019 at 14:24. Reason: Modified url
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Old 16 December 2019, 14:46   #111
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Very very nice! Do you expect to also have enemies moving about while all these stuff go on?
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Old 16 December 2019, 21:18   #112
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Quote:
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Very very nice! Do you expect to also have enemies moving about while all these stuff go on?
@vulture: Absolutely. The engine is designed in such a way, that visual details like the clouds or the parallax layer do not put too much stress on cpu, blitter, copper or your eyes :-) There´s PLENTY of rastertime left to not only draw about 20 small or 5 to 8 bigger objects, but also move them in meaningful varieties and provide appropriate collission detection.
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Old 16 December 2019, 21:57   #113
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Old 17 December 2019, 00:08   #114
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I am amazed at the number of bullets in Reshoot R, are you planning a similar number of bullets here? How do you get so many bullets on the screen in addition to everything else?
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Old 17 December 2019, 00:18   #115
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I am amazed at the number of bullets in Reshoot R, are you planning a similar number of bullets here? How do you get so many bullets on the screen in addition to everything else?
Glad you like the density to bullets in RESHOOT R. I´d hope to pump more bullets onscreen in PROXIMA.

Without getting into too much boring technical details, the basic magic is to use the Amigas sprites where ever it makes sense. In fact each and every bullet onscreen, the player sprite and some of the parallax layers are made with sprites. The advantage of sprites is: Their cpu and dma footprint is small in comparison to blitter objects. Much smaller. So you can move more of them around within 1/50 of a second / one frame.
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Old 17 December 2019, 00:28   #116
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Amazing I thought the Amiga only had a very small number of sprites and for that reason they are usually only used for score displays, display of lives remaining etc.! It is great that they can be used for so many bullets at the same time.

BTW: I recently bought and setup a MiSTer FPGA machine and played Reshoot-R on the latest Minimig Amiga core on that platform, and it worked perfectly!
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Old 17 December 2019, 09:13   #117
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Quote:
Originally Posted by rsn8887 View Post
Amazing I thought the Amiga only had a very small number of sprites and for that reason they are usually only used for score displays, display of lives remaining etc.!
You have only 8 of them, but they are easy to multiplex.

I think on AGA I'd do as much as I can with those amazing 32px sprites as well and use BOBs very sparingly
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Old 17 December 2019, 09:29   #118
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You have only 8 of them, but they are easy to multiplex.

I think on AGA I'd do as much as I can with those amazing 32px sprites as well and use BOBs very sparingly
Exactly. The Amiga ususally displays max. eight sprites per scanline, but can reuse each sprite several times on the y-axis as to create the illusion of many more moving objects than just eight.

On AGA, the creators can also choose between a general sprite width of 16, 32 or 64 pixels, also AGA is more versatile regarding the palette – no need to share it with the main graphics any more. All of this is still not as charming as what a Mega Drive or Neo Geo can - but has a clear edge over OCS/ECS.

RESHOOT PROXIMA uses 64 pixel wide sprites, by the way.
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Old 23 December 2019, 20:35   #119
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Just a quick xmas present for you guys to enjoy ...

[ Show youtube player ]
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Old 23 December 2019, 20:46   #120
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Ho ho ho...
really nice !
thank you
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