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Old 16 June 2024, 01:59   #41
saimon69
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This is so darn good so far!
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Old 17 June 2024, 23:56   #42
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This is looking beautiful! Is the footage from A1200? What are your current performance expectations?
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Old 18 June 2024, 07:33   #43
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ATM this is running on ECS winuae at 50 fps but it needs a lot of optimizing even to run at 25 fps with cycle exact.

There are a lot of small BOBs to draw, which takes a lot of time. But the BOBs are 3 color + black, and mainly either bees (blue/yellow) or moths (red). So, by picking palette indexes carefully (colors 1,2,3 and 4,8,12), it's possible to use half the current blits (2 bitplanes per alien instead of 4 bitplanes), because most aliens only use 2 bitplanes. I'll try that soon.

Apart from that, the game is really doing well. Ship capture & double ship features are now working, so the logic of the game is nearly 100%.
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Old 18 June 2024, 19:49   #44
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Quote:
Originally Posted by jotd View Post
There are a lot of small BOBs to draw, which takes a lot of time. But the BOBs are 3 color + black, and mainly either bees (blue/yellow) or moths (red). So, by picking palette indexes carefully (colors 1,2,3 and 4,8,12), it's possible to use half the current blits (2 bitplanes per alien instead of 4 bitplanes), because most aliens only use 2 bitplanes. I'll try that soon.
Yes, that should help a ton. Fingers crossed you get it working at 25FPS on regular A500 (and hopefully player ship movement could be pulled off at 50FPS)
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Old 18 June 2024, 23:06   #45
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I could use 2 bitplanes instead of 3 only for bees and moths, and also bosses (when they're it).
Not enough for 50 fps but it saves a lot of bandwidth for the same visuals!
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Old Yesterday, 23:21   #46
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Ok, releasing a very early version in the zone, which is playable with some visual bugs. It runs very well on 68060/50 at 50 fps, but can be run on slower machines using whdload options (slow machine).

ATM on 68000 it looks pretty slow but still playable.

Game will crash on game over too... Only 2 lives too... But still can be played. No need to report bugs, I have a long list of them. If it's playable on slow machines I'd be glad to know.

This port was started about a year ago, with full Z80 source from Glenn Neidermeier and gfx from Mark, and was halted several times, but now it's drawing completion and it plays exactly like the arcade

Last edited by jotd; Yesterday at 23:30.
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Old Today, 00:48   #47
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Hi JOTD,

Many Thanks for Early Version.

You can find my GlowIcons

Pascal
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