11 April 2024, 07:14 | #941 |
Retro Freak
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On YouTube it looks terrible, probably better on crt.... Great achievement nevertheless. In the end both 4mb STE users can now play the game
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11 April 2024, 11:28 | #942 | |
Inviyya Dude!
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Quote:
And the STE can have 4mb of it, like Roondar said. You could probably do something with lots of fast RAM and then copying new data to Chip when it's needed, but I would not want to code that. |
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11 April 2024, 12:09 | #943 | |
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Quote:
The chipram caching of sprites isn't really that big a deal. I did something similar on the Megadrive and that's more fiddly. |
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11 April 2024, 12:24 | #944 |
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11 April 2024, 12:58 | #945 |
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Come on! On Amiga we can do things very impossible! The real deal is the game coding itself, since it is a very big Project!
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11 April 2024, 15:03 | #946 | ||
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Quote:
The game has just been optimised to use a lot less of it. Just think about it, 14MB of Chip RAM would be quite the thing. We very nearly got support for 8MB Chip RAM, but sadly Commodore ended up not implementing it in AGA. Quote:
It's certainly faster than copying from Fast or Slow RAM using the CPU though. Note: I am not an ST Blitter expert, I'm just repeating things I've seen on EAB and on YouTube - where talented STe coders have essentially 'tied' with the Amiga's Blitter speed for 16 colour low res screen modes. Note 2: this speed comparison is valid for simple BOB blits. If you start using the tricks that Sandruzzo talked about, the result may be more in the Amiga's favour. Last edited by roondar; 11 April 2024 at 15:17. |
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11 April 2024, 17:32 | #947 |
Inviyya Dude!
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12 April 2024, 06:27 | #948 |
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this project should be "open source" so, more than one, could code, add gfx and sound
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12 April 2024, 07:43 | #949 |
Inviyya Dude!
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Not to be the party pooper here, but if we haven't managed to get this started over 47 pages, I see the chance of somebody taking this up and creating it on page 48 as extremely slim...
It's fun to talk about it as a theoretical subject, though. |
12 April 2024, 08:43 | #950 |
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@Tigerskunk
It is very fun to talk about possible ways to do it! I won't be so impossible to do a "small" playable demo |
12 April 2024, 10:23 | #951 | |
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Well, using an emulator it's easy just to "activate" 16 MB of RAM (2 MB overlapped by the ROM) but on the hardware side 4 MB RAM is the maximum without any soldering/modifications (AFAIK).
Quote:
In fact there's more to consider: having 4 MB "Chip-RAM" you can also store some DMA samples permanently. Also since the upper and lower screen borders can be removed as well the resolution can be increased from 320 x 200 to 320 x 272 without being a DMA cycle stealer. So even with some tricks the Amiga 500 cannot beat the Atari STE in this (very special) case. |
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12 April 2024, 10:52 | #952 | |||
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Quote:
Quote:
To be fair, line strips without gaps can probably be done quicker on Amiga Blitter as well than standard blits. Though it would be a pain to set up (blit both edges @ 4 DMA cycles per word, then the rest as a copy blit @2 DMA cycles per word). Quote:
As for DMA samples. It's an advantage, sure. But then again, streaming samples from Fast or Slow RAM in real time is not that much of an issue. Can be done for a quite low CPU overhead. GFX from Fast or Slow RAM is more complicated, for sure, as the data rate tends to be far higher. |
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12 April 2024, 13:04 | #953 |
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12 April 2024, 18:38 | #954 |
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12 April 2024, 19:41 | #955 |
J.M.D - Bedroom Musician
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Do i have to remember you the Rygar odissey? BTW if i was Sandruzzo (but am not) i would finish the OCS/ECS version too, even only with 32 colors ^^
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12 April 2024, 20:02 | #956 |
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12 April 2024, 20:04 | #957 |
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12 April 2024, 20:04 | #958 |
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12 April 2024, 20:04 | #959 | |
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Quote:
From what I've seen of most projects that are in progress here, all premature exposure appears to accomplish is piling more pressure on the person who is undertaking the task, which is more often that not extremely unhelpful. |
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12 April 2024, 21:25 | #960 |
Missile Command Champion
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Best is when ports come out of nowhere. Like the great Sonic Mastersystem to C64 port. Probably the best way to do it.
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