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Old 13 March 2019, 10:29   #41
aros-sg
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Quote:
Originally Posted by MickGyver View Post
please post any improvements / optimisations if at all possible.

Who knows. Theoretically it may be possible to get rid of annoying copper split, if ones uses three buffers (buffer 3 is clean buffer for restoring bobs).


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Two of the buffers are always consecutive in memory (the third most of the time not) = no copper split needed.


Each frame when the back buffer got cleaned (restore bob gfx trash) it should look like the restore buffer so if bad luck strikes and the back buffer (which will be display buffer in next frame) would become the one to cross the single wrap line at the bottom of memory it could swap role with the current restore buffer.
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Old 13 March 2019, 13:18   #42
ross
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Quote:
Originally Posted by aros-sg View Post
Theoretically it may be possible to get rid of annoying copper split, if ones uses three buffers (buffer 3 is clean buffer for restoring bobs).

Two of the buffers are always consecutive in memory (the third most of the time not) = no copper split needed.

Each frame when the back buffer got cleaned (restore bob gfx trash) it should look like the restore buffer so if bad luck strikes and the back buffer (which will be display buffer in next frame) would become the one to cross the single wrap line at the bottom of memory it could swap role with the current restore buffer.
You caught my attention, it's a good idea
(actually I didn't read the whole thread, so I might not have the whole issue).

The only drawback is that if you use triple buffering is mandatory to update two of it (in scrolling regards) in each frame.
But if your engine already expects it normally, then nothing changes.
This preclude you some tricks, like the partial only cookie cut on big objects (because you are forced to a full backgroud cleanup every frame).

This can be an intriguing exercise
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Old Today, 11:42   #43
Marle
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Quote:
Originally Posted by MickGyver View Post
A few days ago I had eye surgery so to occupy my mind the day before, I was fighting to get the 8-way scrolling algorithm by aros-sg to work and I succeeded! There might be some bugs still, but according to my tests it seems to work. The example uses interleaved bitmaps. I have avoided using MOD, divisions and multiplications wherever possible.
Wow thank you for so kindly posting this hard work, I have been hoping to start on an idea for a game for so long, but the 8 way scrolling has defeated my intellect (of which there isn't much haha) so maybe I may stand a fighting chance now

Thanks again.
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