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Old 25 September 2023, 19:08   #1
gian2k
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3 playfield on game Fatal Noise

Fatal Noise does not use sprite multiplexing but has three levels of parallax.
How did they do it?
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Old 25 September 2023, 19:35   #2
DanScott
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Not sure what the frame rate is (Youtube videos are old and not great quality), but could well just be blitting the layers ?
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Old 25 September 2023, 19:57   #3
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is it ECS? that's impressive

It could be AGA dual playfield otherwise, with the last plane in 2 colors and the rest of the planes wasting colors to hide the last plane when it moves differently from others...

That and heavy copper color change. At any rate this looks like Neo Geo... Is it downloadable somewhere?

Blitting the layers is always possible but that would be super-slow... of course if the demo runs on WinUAE with fast blitter it would be possible.

Most static screen looks AGA also.

edit: comments suggest that it's ECS EHB. But all this blitting looks just impossible for a A500 in that mode.
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Old 25 September 2023, 20:35   #4
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The game is here:
http://archive.org/details/commodore...adf-f_20220210
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Old 25 September 2023, 21:59   #5
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Quote:
Originally Posted by jotd View Post
is it ECS? that's impressive

It could be AGA dual playfield otherwise, with the last plane in 2 colors and the rest of the planes wasting colors to hide the last plane when it moves differently from others...

That and heavy copper color change. At any rate this looks like Neo Geo... Is it downloadable somewhere?

Blitting the layers is always possible but that would be super-slow... of course if the demo runs on WinUAE with fast blitter it would be possible.

Most static screen looks AGA also.

edit: comments suggest that it's ECS EHB. But all this blitting looks just impossible for a A500 in that mode.
EHB 64 colors, like Fighting Spirit.
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Old 25 September 2023, 22:24   #6
jotd
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no whdload install either. Pity
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Old 26 September 2023, 07:18   #7
TCD
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Or here: https://ftp2.grandis.nu/turransearch...0&httplinks=on

@jotd
If only we would know somebody who could change that...
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Old 26 September 2023, 09:07   #8
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yeah, of course, probably not difficult either. I was surprised no-one ever did it, the game is nice enough. Maybe runs decently already with generic kick that's why
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Old 26 September 2023, 09:49   #9
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I took a look in the WinUAE debugger to see what's going on here. The results are as follows:

Requires 1MB Chip RAM to run, no AGA needed.

The game uses different numbers of bitplane depths across different parts of the screen (presumably to optimise performance). It runs in 5 bitplanes from line 0 to line 37. Runs in 6 bitplanes from line 38 to line 215, runs in 2 bitplanes from line 216 to end of screen, which occurs at line 237.

Note: I've converted all line numbers to make line 0 the top of the visible screen for clarity. DIWSTRT is $2c71, DIWSTOP is $19d1

Multiple colour reloads happen along the way, usually about 2-4 colours each, though several bigger ones. The game also uses several different bitplane buffers, probably to help with the layer effect. The game cleverly stops the player bobs from reaching into the 5 bitplane area.

No sprites are used for BG layers, Blitter goes crazy so it's almost certainly used instead.

Final note: bob movement is quite jerky horizontally, so perhaps not running at 50Hz.
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Old 26 September 2023, 13:57   #10
DanScott
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From the video (the best quality one i could find) on YouTube, I assumed it was probably not running at 50fps
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Old 27 September 2023, 14:48   #11
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had a quick look last night (to create the whdload slave). 3 disks & hardware banging trackloader. Damn guys it's 1996!

It will happen.
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Old 27 September 2023, 14:51   #12
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It will happen.
You're the man
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Old 27 September 2023, 16:24   #13
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had a quick look last night (to create the whdload slave). 3 disks & hardware banging trackloader. Damn guys it's 1996!

It will happen.
great !
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Old 21 November 2023, 23:54   #14
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I would be interested to know if this is OCS/ECS, like HOL says. I.e. feel free to share disk images in The Zone or anywhere.
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