22 October 2020, 13:20 | #761 |
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@Steril707
If you need helps to do programming, I'm up to it. |
22 October 2020, 13:24 | #762 |
Inviyya Dude!
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Naah, I really don't have any intention to go on working on this.
I just could not let our Atari ST friends drive that far away with their demo. Which is still a lot better than my little thing I put together in an hour. |
22 October 2020, 13:28 | #763 |
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You did a hell of job. Fully respectful.
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22 October 2020, 13:33 | #764 |
Inviyya Dude!
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22 October 2020, 14:36 | #765 |
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Yes and it is very very fast for most GUI stuff. Area filling, window translation. Simpler operations are usually faster than the Amiga's if bits need to be preserved in the destination. Like translation of a window raster from one place to another with fringes preserved. It has an interesting indirect addressing mode which can be used to hflip or linearly scale rasters. It has full 24 bit wide addressing too. More complex operations are faster on the Amiga. The Amiga is probably 1.5-2x as fast at regular masking. The technique used in AGT gives you 1 pass masking on the ST blitter and it is very fast too. Comparable to the Amiga. It doesn't do line draw or polygon fill though. It doesn't run in parallel to the CPU. Swings and roundabouts. They're both pretty awesome blitters.
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22 October 2020, 14:41 | #766 |
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Great. I'm not doubting that you could pull off a pretty decent port, but I'd much rather see you working on quality original stuff. Hopefully it will be that First Samurai-style game you've mentioned before
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22 October 2020, 14:44 | #767 |
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I'm still impressed by the 1 pass masking* method on the STE Blitter (basically it completely changed things for the STE's objects Blitter drawing speed). It's a very clever way to do things. And it's always cool to see stuff like that. The STE is a nice system, for sure
*) I'm assuming this is a variation of the line-by-line-based blitting method you talked about at an earlier date? |
22 October 2020, 14:55 | #768 | |
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Quote:
Last edited by frank_b; 22 October 2020 at 15:04. |
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22 October 2020, 15:00 | #769 |
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Well, technically I suppose you can use a somewhat similar trick on the Amiga: blit the transparent surrounding using cookiecut blit(s) and blit the centre using copy blits (though the order matters here - you'd have to blit the centre section first and the cookie-cut section second using a pristine background copy as source). Obviously the centre then would not have any transparency. Actually been meaning to try something like that.
But that's besides the point and just my coder heart talking. It's quite impressive, for sure |
22 October 2020, 15:09 | #770 | |
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22 October 2020, 15:16 | #771 | |
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22 October 2020, 15:26 | #772 |
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I'd just use a dual playfield display, make sure the enemies don't intersect and do a raw copy instead if they need to intersect at 16 pixel boundaries, use an OR instead and have a spare column on the source to shift into. That should mean zeroes get shifted down to the next line and you don't need to use the masks. The ST one can also optimise out the read of the RMW on the last column even with regular masking. btw AGT is open source. It could be ported to the Amiga.
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22 October 2020, 15:32 | #773 | |
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22 October 2020, 15:33 | #774 | ||
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22 October 2020, 15:52 | #775 | |
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Cheating but would work for some games. |
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22 October 2020, 15:55 | #776 | |
Total Chaos forever!
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22 October 2020, 16:02 | #777 |
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Then do it in 32 colour mode and make sure you only ever write to a zeroed area of the screen Would work for some games and it would be really fast. Or just pre calc the sprite / background combination and use a smaller tile count.
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22 October 2020, 16:06 | #778 | |
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22 October 2020, 16:12 | #779 | |
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My Amiga "coding obsession" was mostly borne out of regret: back in the day I didn't have a hardware reference manual (or a proper knowledge of 68000 assembly). But I always really wanted to know how the Amiga really works and still kind of want to make my own games one day. So I taught myself everything I could find about the Amiga and 68000 over the past few years. The article is part of that process |
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22 October 2020, 16:24 | #780 |
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@roondar
Fast blit operation works fine even on no DualPlayfield. Have some limits, but it worth implementing it |
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