08 November 2016, 11:12 | #21 |
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08 November 2016, 11:15 | #22 |
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08 November 2016, 11:20 | #23 |
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Yes Rygar it taking a lot. Now for this game, we have scrolling, enemy collision, Player motions, bullets collisions with background and enemies, per pixel.
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08 November 2016, 12:27 | #24 |
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08 November 2016, 12:37 | #25 |
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From what I know the A500 uses a dual play field by split the 6 available bitplanes to 3 and 3 (8 and 7 plus transparent colors). Is by any chance splitting this to 4 bitplanes (16 colors) and 2 (4 colors)? That would be much more convenient than 8+7 colors
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08 November 2016, 12:58 | #26 |
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08 November 2016, 13:07 | #27 |
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That's not possible. 6 bitplanes is either dual playfield 3+3 or EHB/HAM
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08 November 2016, 13:17 | #28 |
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Hey Dan are you still working on your Amiga SEU?, did you get the help you were after?
@Sandruzzo - your coding skills can get that down to a stock machine |
08 November 2016, 14:24 | #29 | |
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Quote:
--- Also I just found out that Xenon 2 was also released on the 8-bit Sega Master System: [ Show youtube player ] Looks pretty good considering the limitations of the machine, and they even added some sideways scrolling. |
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08 November 2016, 14:38 | #30 |
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It's even on GameBoy but I can't find any good detail:
[ Show youtube player ] |
08 November 2016, 17:06 | #31 |
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Proxima 3 is incredibly promising. I love the the graphics, it looks like coin-op machines ones
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08 November 2016, 17:37 | #32 | |
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08 November 2016, 18:21 | #33 |
Oh noes!
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Or you could just draw objects until you get slowdowns and then call it a feature.
All the Cave fanboys go ballistic when you say otherwise. |
08 November 2016, 22:21 | #34 | |
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Many great Amiga shooters already use the "Player at 50 fps + everything else at 25 fps" trick, including games like Battle Squadron and Agony. And even if they used 17 fps instead of 25 fps, I don't think it would make much difference to overall game quality. The difference between every second frame (25 fps) and every third frame (17 fps) is interesting. I didn't realize that Xenon 2 was running at 17 fps before I checked it with the emulator; I thought it was 25 fps, just like Frenetic and Banshee. I have now realized that it's much harder to notice the difference between 25 fps and 17 fps, than it is to notice the difference between 50 fps and 25 fps. Because when we halve the 50 fps, the frame amount per second drops by 25. But when we then go one step below this, dividing 50 with 3 to get 17 fps, this next drop from 25 fps to 17 fps is just 8 frames. So maybe we shouldn't be so shy about going 17 fps, if the game really needs it, and especially if it's already running at 25 fps. It'll look OK as long as the scroll and the player move at 50 fps. Even Blood Money looks and plays OK with it's 17 fps BOBs and bullets, because the player's ship moves at 50 fps. Although surely I bet that the Cave fanboys are laughing at Blood Money and Xenon, but they don't understand the Amiga. The Blitter has unlimited drawing power, it just needs enough frames to draw all that stuff. And if DoDonPachi was converted to Amiga, and it needed 17 fps, then that's the way to go, we just put a "17 FPS" warning sticker to the game box. |
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09 November 2016, 00:50 | #35 |
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Sandruzzo and I are working together on Proxima 3
He is a doing a great job on Rygar and in some ways I don't want to distract him further to slow down its progress. The tileset is flippable at the moment incase we need to reduce graphics, 6 levels planned. Work on the game has slowed down due to both parents in hospital recently (stroke/hip replacements - fun stuff). P.S. Thanks to everyone for the insight into X2, always very interesting. |
09 November 2016, 00:56 | #36 |
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In that case, the ZX80 also has unlimited drawing power.
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09 November 2016, 02:22 | #37 | |
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09 November 2016, 03:38 | #38 |
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Those graphics look awesome
If this is only for the A1200 then it's actually worth considering sprite multiplexing, especially with the new sprite width modes. I remember doing a sprite multiplexer on the 1200 and more or less filling the whole screen with moving sprite objects. If you attach the sprites for added colour all you have to do is make sure there are no-more than 4 on a line. If there is then just use a BOB. So long as you don't mind the sprites been 15 colours with transparency then this method allows bullet hell shooters to run at 50fps. Vertical shooters are ideal for sprite multiplexing. From what I remember of doing this - over 20 years ago - the Copper makes multiplexing easy to handle. |
09 November 2016, 09:51 | #39 | |
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09 November 2016, 09:53 | #40 | |
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