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Old 14 July 2024, 11:24   #4601
Karlos
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The first time I saw the "DUCK" key option in the menu on my old CRT display, it looked like "OUCH"...

Maybe it's time to rename it to the more conventional "crouch".
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Old 14 July 2024, 15:16   #4602
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Quote:
Originally Posted by Torti-the-Smurf View Post
Is there a way to deactivate the FPS Counter and the onscreen Messages ?
I've got a PR for toggling the messages. I've implemented this as a new custom menu option as it allows a much more agressive approach to skipping message processing. The setting will be saved on exit.

If there are any volunteers, https://github.com/mheyer32/alienbreed3d2/pull/147
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Old 14 July 2024, 15:18   #4603
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I keep forgetting about the FPS counter...
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Old 14 July 2024, 16:07   #4604
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I only tested the c dev build but it seems to work.
why anyone would want this as an option is beyond me, but, each to their own I guess.
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Old 14 July 2024, 16:08   #4605
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Originally Posted by abu_the_monkey View Post
I only tested the c dev build but it seems to work.
why anyone would want this as an option is beyond me, but, each to their own I guess.
I can see it might be distracting and in fullscreen, it does cost some cycles because we render it every frame.

It won't make a blind bit of difference in the ASM only build because messaging doesn't work there anyway. I did test full and small screen RTG/AGA combinations already.

I was thinking of the quickest way to get the pure ASM build to feature parity. I could ask the compiler to just emit the necessary code and tidy it a little, rather than a big rewrite. Except for glyph plotting, I wouldn't feel right not making the attempt to make that as efficient as possible.
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Old 14 July 2024, 16:26   #4606
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Originally Posted by Karlos View Post
It won't make a blind bit of difference in the ASM only build because messaging doesn't work there anyway.
oh yeah. I forgot about that
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Old 14 July 2024, 18:14   #4607
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I know your going to hate me, but.

An option that would make sense to me, would be the ability to turn the music off and just have the sfx.

runs and hides.
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Old 14 July 2024, 18:16   #4608
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Originally Posted by abu_the_monkey View Post
I know your going to hate me, but.

An option that would make sense to me, would be the ability to turn the music off and just have the sfx.

runs and hides.
No. That seems fair. If I ever get that mixer done I'll need it.
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Old 14 July 2024, 20:44   #4609
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Quote:
Originally Posted by Angus View Post
Wait till you see the resulting hybrid if you successfully mate with the flappy thing on the first level.

Note: This only works if the player is in Duck form during the erm.... procedure.
This is the real reason I removed it from my mod. That and the fact I couldn't take the flying Y fronts seriously.
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Old 14 July 2024, 23:49   #4610
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This is the real reason I removed it from my mod. That and the fact I couldn't take the flying Y fronts seriously.
It's called "Alien Breed" for a reason.
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Old 15 July 2024, 00:43   #4611
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It's called "Alien Breed" for a reason.
Touche!
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Old 15 July 2024, 01:25   #4612
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Quote:
Originally Posted by abu_the_monkey View Post
I know your going to hate me, but.

An option that would make sense to me, would be the ability to turn the music off and just have the sfx.

runs and hides.
If we add this, we should definitely make sure all channels are used for the sound effects.
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Old 15 July 2024, 19:57   #4613
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@abu_the_monkey

Should any music enable/disable toggle also affect the endlevel, or just the ingame?
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Old 15 July 2024, 20:15   #4614
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Originally Posted by Karlos View Post
@abu_the_monkey

Should any music enable/disable toggle also affect the endlevel, or just the ingame?
Probably just the in game stuff. I know there is the 'teleport' fx on level completed but it makes it more obvious that it was the end of the level and not a standard teleport if a piece of 'music' plays I think.

anyone else have an opinion?
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Old 15 July 2024, 20:15   #4615
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In unrelated news, I just found another hardcoded signed division operation in the RotateObjectPtsFullScreen function. This is responsible for calculating the on-screen position of every object (pickups, aliens, decoration, weabpon bolts, etc) and it looks like it can be approximated without any noticable degradation in the projected location of anything.

The reason this never came up before is that the division counters only display in small screen and this code only runs in fullscreen. Probably saves a few hundred divisions per frame. Level F is an ideal testbed for this (turn off walls) as there are objects all over the place.

Last edited by Karlos; 15 July 2024 at 20:22.
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Old 15 July 2024, 20:16   #4616
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Quote:
Originally Posted by Karlos View Post
In unrelated news, I just found another hardcoded signed division operation in the RotateObjectPtsFullScreen function. This is responsible for calculating the on-screen position of every object (pickups, aliens, decoration, weabpon bolts, etc) and it looks like it can be approximated without any noticable degradation in the projected location of anything.

The reason this never came up before is that the division counters only display in small screen and this code only runs in fullscreen. Probably saves a few hundred divisions per frame.
good find
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Old 15 July 2024, 20:27   #4617
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For the 060 experts, I could do with some reordering advice (this is in a loop over every object point):

Code:
.objpointrotlop:
	cmp.b	#OBJ_TYPE_AUX,ObjT_TypeID_b(a4)
	beq.s	.itaux

	move.w	(a0),d0
	sub.w	xoff,d0
	move.w	4(a0),d1
	addq	#8,a0

	tst.w	ObjT_ZoneID_w(a4)
	blt		.noworkout

	sub.w	zoff,d1
	move.w	d0,d2
	muls	d6,d2
	move.w	d1,d3
	muls	d5,d3
	sub.l	d3,d2

	add.l	d2,d2
	swap	d2
	move.w	d2,(a1)+

	muls	d5,d0
	muls	d6,d1

	add.l	d0,d1
	asl.l	#2,d1
	swap	d1
	ext.l	d1

	;divs	#3,d1 ; kill this
	muls    #85,d1

	moveq	#0,d3

	asr.l   #8,d1


	move.w	d1,(a1)+
	ext.l	d2
	asl.l	#7,d2
	add.l	xwobble,d2
	move.l	d2,(a1)+
	sub.l	xwobble,d2
	NEXT_OBJ	a4
	dbra	d7,.objpointrotlop
I feel like this is quite badly arranged for superscalar execution. I can see some opportunitues to reorder this code. I can improve my tiny modification by just shoving the register clear of d3 between the muls and shift, but overall there's a lot of other stuff going on here that I think is primary execution unit only.#

Found a no-brainer - replace the clearing of d3 with a move.l xwobble,d3 and then use d3 in the two later places.

Last edited by Karlos; 15 July 2024 at 20:51.
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Old 15 July 2024, 21:08   #4618
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If anyone wants to verify there's no oddities in the positioning of objects https://github.com/mheyer32/alienbreed3d2/pull/150

I've been through several levels in my mod that are very object heavy and I can see no meaningful differences in placement over the visible depth
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Old 15 July 2024, 21:30   #4619
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Some time ago, I got the impression that under UAE, AGA screenmodes are smoother. I just retested and there's no doubt here. I get far less audio breakup and the frame rate is rock solid.

With RTG screenmodes, it seems my performance is much more variable. It's very odd.
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Old 15 July 2024, 21:40   #4620
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Anyone else had this experience?
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