English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 19 July 2024, 07:57   #81
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,403
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.
jotd is offline  
Old 19 July 2024, 19:33   #82
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,650
Sounds like manual tweaking from an in game menu might be an optimal solution
saimon69 is offline  
Old 22 July 2024, 22:26   #83
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,403
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.
jotd is offline  
Old 22 July 2024, 22:48   #84
Cris1997XX
Registered User
 
Join Date: Oct 2022
Location: Roma
Posts: 369
Welp, I guess the Amiga would fare better with a lot of large objects on the screen
Cris1997XX is offline  
Old Yesterday, 00:02   #85
Estrayk
Registered User
 
Estrayk's Avatar
 
Join Date: Apr 2015
Location: Spain
Posts: 522
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 ]
Estrayk is offline  
Old Yesterday, 00:40   #86
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,650
The 17FPS is what me and my friends in jargon we used to call "three frames" game
saimon69 is offline  
Old Yesterday, 05:21   #87
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,267
Quote:
Originally Posted by jotd View Post
Final version released on itch.
So... time for the HOL entry?
TCD is offline  
Old Yesterday, 06:45   #88
DanyPPC
Registered User
 
Join Date: Dec 2016
Location: Italy
Posts: 780
Quote:
Originally Posted by jotd View Post
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.

DanyPPC is offline  
Old Yesterday, 08:29   #89
DanyPPC
Registered User
 
Join Date: Dec 2016
Location: Italy
Posts: 780
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.
DanyPPC is offline  
Old Yesterday, 10:33   #90
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,403
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.
jotd is offline  
Old Yesterday, 23:52   #91
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,650
Quote:
Originally Posted by jotd View Post
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?
saimon69 is offline  
Old Today, 02:27   #92
ransom1122
Registered User
 
ransom1122's Avatar
 
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,946
GFX is cropping below with winuae



On my real a500 1084S cropping is ok... ... > see last image

RGBtoHDMI it crops on the top?



Also noticed gfx glitching on the main menu with, real a500 & a500 rgbtohdmi but not in winuae (A500 quickstart)




** It also plays way too slow on A500 both (real A500 & Winuae (A500 quickstarT)

Last edited by ransom1122; Today at 02:42.
ransom1122 is offline  
Old Today, 06:16   #93
TCD
HOL/FTP busy bee
 
TCD's Avatar
 
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,267
HOL entry: https://amiga.abime.net/games/view/galaga-500

Last edited by TCD; Today at 06:53.
TCD is offline  
Old Today, 10:28   #94
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,403
Quote:
Originally Posted by saimon69 View Post
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?

How many hardware sprites do the amiga have?

Maybe play Deluxe Galaga instead.

I'm the first to be very disappointed by the speed.
jotd is offline  
Old Today, 11:09   #95
DanyPPC
Registered User
 
Join Date: Dec 2016
Location: Italy
Posts: 780
Interesting: https://eab.abime.net/showpost.php?p...28&postcount=2
DanyPPC is offline  
Old Today, 17:57   #96
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,403
yes, and I'm using the sprites whenever I can. But there multiplexing the sprites (that I already did in Moon Patrol) is pretty complex.

The copperlist is already complex with stars as sprites, and the alien pictures are all different so it's difficult to chain them. I chose to use only 2 bitplanes to blit them, saving 50% blits but it's not enough.

I'm going to try to profile the CPU part as some 8 bit shifts could probably be much faster if done in 16 bit or such. The blitter is OK on a fast cpu (flies with fastmem) so it's limited by CPU too.
jotd is offline  
Old Today, 20:47   #97
paraj
Registered User
 
paraj's Avatar
 
Join Date: Feb 2017
Location: Denmark
Posts: 1,278
Quote:
Originally Posted by jotd View Post
yes, and I'm using the sprites whenever I can. But there multiplexing the sprites (that I already did in Moon Patrol) is pretty complex.

The copperlist is already complex with stars as sprites, and the alien pictures are all different so it's difficult to chain them. I chose to use only 2 bitplanes to blit them, saving 50% blits but it's not enough.

I'm going to try to profile the CPU part as some 8 bit shifts could probably be much faster if done in 16 bit or such. The blitter is OK on a fast cpu (flies with fastmem) so it's limited by CPU too.
Seems like you already did a very good job! Unless there are some game specific constraints you can use it's probably going to be tough to optimize more than you've already done.

Looked a bit at it (your code included), and the arcade machine can do 64 16x16 sprites (built from 4 8x8 titles) where each tile can use its own 4 color palette (but doesn't in this game?).

Regardless, changing how the screen is rendered, doesn't seem like something you should rework at this point. I say, enjoy the release but of course if there's a few missing optimizations with a lot of potential go for them.
paraj is offline  
Old Today, 21:37   #98
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,650
I did not ask to rework it, i am doing What If scenarios so that if someone else with coding skills (hence not me) want to do that have an idea on how to proceed
saimon69 is offline  
Old Today, 21:46   #99
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,403
I was just thinking in 25fps mode I could erase the sprites in one interrupt and draw the sprites in the other. maybe currently there are some missed interrupts that make timers drift and cause issues to non interrupt code
jotd is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
[WIP] Phoenix conversion jotd project.Amiga Game Factory 122 13 May 2024 01:59
[WIP] Tetris conversion jotd project.Amiga Game Factory 160 08 May 2024 22:38
[WIP] Frogger conversion JoeJoe project.Amiga Game Factory 99 24 December 2023 13:11
[WIP] Galaxian conversion jotd project.Amiga Game Factory 107 16 July 2023 19:37
[WIP] Pengo conversion jotd project.Amiga Game Factory 95 14 July 2023 17:16

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 23:13.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.11749 seconds with 16 queries