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Old 09 August 2024, 19:34   #121
Cimmerian
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Looks great!
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Old 14 August 2024, 22:35   #122
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uploaded a new version on itch. I really don't know about the stars issue. But I optimized several critical parts and it seems that it's slightly faster on slow machines (even if not 100% the original speed). But I'll let you judge.
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Old 14 August 2024, 23:00   #123
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WHDLoad and adf if run on A1200 has garbled graphics.


A500 seems to be OK.
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Old 14 August 2024, 23:31   #124
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Ok, sorry, bad update!! now fixed. Please tell me if the speed improves.

Last edited by jotd; 14 August 2024 at 23:39.
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Old Yesterday, 19:54   #125
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Hi JOTD,

I made some tests (Latest Version 14/08/24 23:36) on my Real A500 & A1200...

On my A500 WHDLoad & ADF is good about speed (It's perfactly playable)

of course the gameplay is better on A1200...

About stars issue, a little better then before... The problem seems to start on Level 2 & more but not specialy at the same time...

About garbled graphics, i don't see anything about that
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Old Yesterday, 23:22   #126
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good news! thanks for testing. It's great if it runs faster than before. I'll find the issue with the stars at some point. It looks like copper doesn't have enough DMA time to display sprites but I may talk nonsense too. The same routine is used for Galaxian and it works perfect so I don't understand.

There are no garbled graphics. It's the background stars (sprite dots) that behave oddly at times.

Does that happen with WinUAE as well?

Last edited by jotd; Today at 00:00.
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Old Yesterday, 23:29   #127
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Quote:
Originally Posted by PascalDe73 View Post
Hi JOTD,

I made some tests (Latest Version 14/08/24 23:36) on my Real A500 & A1200...

On my A500 WHDLoad & ADF is good about speed (It's perfactly playable)

of course the gameplay is better on A1200...

About stars issue, a little better then before... The problem seems to start on Level 2 & more but not specialy at the same time...

About garbled graphics, i don't see anything about that
Same as before on my A4000 with latest build. I would agree. Seams to start on Level 2.
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Old Today, 06:51   #128
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Does that happen with WinUAE as well?
Yes, it happens also on WinUAE, A1200/030, Apollo V4SA, Minimig Core for MiST.
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Old Today, 12:26   #129
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Ok. I may rework the game graphics display completely, as it's not satisfactory that the game is not playable on A500 (all other games I ported can do that even if 25FPS).

A bit repetitive to explain people that Galaga is not Turrican, and I may not be as talented as the people behind it or Uridium or whatever. It may be old but uses a lot of objects at the same time. In particular, when the swarm is almost full and the enemies keep arriving, every object is moving, and it's very taxing for the blitter. Hardware sprites are used but probably not enough (multiplexing should be used to achieve better performance). I may do something about that in the future.
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Old Today, 13:10   #130
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Thanks jotd. That would be much appreciated.
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Old Today, 15:13   #131
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Hi JOTD,

Thank you already for your work.
You are very talented and the game is already very good as it is... I actually played it in ADF on my A500 @7Mhz and it's perfectly playable but obviously slower although I find that the slowness has clearly improved on this latest version. On another A500 ACA500Plus 68000 (@28mhz) it's more than very good too Above all, remember to leave a 68000 compatible version even if it means having 2 separate versions... it's not a few star problems that should make you redo everything. Once again a big thank you for all these adaptations of legendary games.
Best regards,


Pascal



Quote:
Originally Posted by jotd View Post
Ok. I may rework the game graphics display completely, as it's not satisfactory that the game is not playable on A500 (all other games I ported can do that even if 25FPS).

A bit repetitive to explain people that Galaga is not Turrican, and I may not be as talented as the people behind it or Uridium or whatever. It may be old but uses a lot of objects at the same time. In particular, when the swarm is almost full and the enemies keep arriving, every object is moving, and it's very taxing for the blitter. Hardware sprites are used but probably not enough (multiplexing should be used to achieve better performance). I may do something about that in the future.
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