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Old 19 July 2024, 07:57   #81
jotd
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If the stars are moving it means that the game wrongly detected a "fast" machine. So you get 50FPS mode. It should fix the stars and select 25FPS mode for it to be playable on A500. Thanks for reporting.
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Old 19 July 2024, 19:33   #82
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Sounds like manual tweaking from an in game menu might be an optimal solution
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Old 22 July 2024, 22:26   #83
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Final version released on itch. I've added 17FPS option (1 frame out of 3) and it runs but is very jerky.

I've tried everything to make it run faster on plain A500 at 25Hz but it's still slow despite a lot of optimizations.

Runs perfectly at 50FPS on fastmem-equipped amigas...

A lesson learned: too many small objects on the screen is too much for vanilla machines. Slightly disappointed, as the game is great and it took me several months to transcode it prorperly, even with the source code.
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Old 22 July 2024, 22:48   #84
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Welp, I guess the Amiga would fare better with a lot of large objects on the screen
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Old Yesterday, 00:02   #85
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Quote:
Originally Posted by jotd View Post
Final version released on itch. I've added 17FPS option (1 frame out of 3) and it runs but is very jerky.

I've tried everything to make it run faster on plain A500 at 25Hz but it's still slow despite a lot of optimizations.

Runs perfectly at 50FPS on fastmem-equipped amigas...

A lesson learned: too many small objects on the screen is too much for vanilla machines. Slightly disappointed, as the game is great and it took me several months to transcode it prorperly, even with the source code.
Well, really at 14Mhz can be playlable. I made a video for that you check it.
Real Amiga A500 OCS Kickstart 1.3 68000 14Mhz. (ACA500+)

[ Show youtube player ]
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Old Yesterday, 00:40   #86
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The 17FPS is what me and my friends in jargon we used to call "three frames" game
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Old Yesterday, 05:21   #87
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Final version released on itch.
So... time for the HOL entry?
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Old Yesterday, 06:45   #88
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A lesson learned: too many small objects on the screen is too much for vanilla machines. Slightly disappointed, as the game is great and it took me several months to transcode it prorperly, even with the source code.
Nowadays I think the minimum target for an Amiga game is A1200 + Fast Ram.
So, your perfect arcade conversions are a little miracle when they run on a simple A500 1MB.

Many, many thanks jotd for these arcade port to Amiga.
The whole community is grateful to you.

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Old Yesterday, 08:29   #89
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Occasionally some stars gfx bug and slowdowns starting from Level 4.
More evident on Apollo V4SA (Turtle Mode), less on Minimig (MiST) and real A1200/030.
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Old Yesterday, 10:33   #90
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HOL entry please!

Nice video Estrayk, looks very good at 14Mhz! At level 4 we can see that it still slows down a lot when more enemies arrive. But it's still playable most of the time.
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Old Yesterday, 23:52   #91
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HOL entry please!

Nice video Estrayk, looks very good at 14Mhz! At level 4 we can see that it still slows down a lot when more enemies arrive. But it's still playable most of the time.
Would have this been the same slow if you by hypothesis used bobs instead of sprites and recode the display rendering to be amiga friendly rather than recreate the arcade system?
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