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Old 13 August 2020, 17:45   #10
pink^abyss
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Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
Quote:
Originally Posted by Bartman View Post
Shameless plug This game was done with Visual Studio Code and my Amiga C/C++ Compile, Debug & Profile extension. So don't let anyone tell you you can't do high-quality games for A500 in C.
Right Bartman! Without your tool this would have not been possible. Even the music replayer is done in C.

Some technical infos:
  • To achieve high performance the game uses a copperlist to do all blits while the CPU uses the idle DMA cycles.
  • Pretracker was used to have minimum chipmem usage (3.7kb) for music
  • Between certain levels Doynax is used to decompress new gfx to chipmem as needed.
  • For player animation a small asm routine is used to copy new images from fast to chipmem as needed. 180 animation frames are in memory for the two players.
  • The game uses 3 chipmem buffers with 256x256 with 5 bitplanes. Two for display and one restore buffer.
  • All tiles are placed in fastmem and copied with the cpu to a backbuffer and blitted to the display buffers
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