11 April 2023, 20:31 | #2001 |
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How does your experience compare with this?
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11 April 2023, 20:53 | #2002 | |
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Haven't used SysSpeed before and it doesn't seem to run with default install, but I usually have around ~5.5MB/s fast->chip transfer. Experience doesn't seem that far from what AmiPal video is showing, but since I don't see any hard numbers (from a quick browse) it's hard to compare. |
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11 April 2023, 20:56 | #2003 | |
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11 April 2023, 20:58 | #2004 |
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Amipal was getting 16fps fullscreen 1x1 in the opening location and up to 30 at 2/3 size. At least that's what the FPS counter was reporting. General gameplay at 2/3 size was around 25-30fps in his video.
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11 April 2023, 21:44 | #2005 |
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Unrelated, how do we feel about having a button that disables the auto aim adjustment and maybe adds a small crosshair when it's inactive?
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11 April 2023, 22:41 | #2006 | |
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crosshair, not against it but, optional maybe? would have to try it with and without to be sure. edit: also this option should only apply to mouse control as you would get whooped without auto aim in keyboard only and joystick control. Last edited by abu_the_monkey; 12 April 2023 at 01:31. |
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12 April 2023, 02:07 | #2007 |
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builds of the current main
any feed back is a bonus Last edited by abu_the_monkey; 01 October 2023 at 16:54. |
12 April 2023, 02:35 | #2008 |
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dumb question coming,
when the sfx were moved to fast memory did this create extra lag on c2p to chip ram? |
12 April 2023, 05:31 | #2009 |
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12 April 2023, 05:38 | #2010 | |
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12 April 2023, 14:17 | #2011 |
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Today I am planning on doing a little refactoring. Previously I extracted a ton of zero initialised player global variables into the BSS section which now contains basically duplicate definitions for player 1 and player 2 (tiny bit of reordering needed). There's a lot of duplicated code that does the exact same thing for each player and differs only in which set of globals it refers to.
I've created a proper STRUCTURE definition to match the memory layout so that the code can be reworked to accept the appropriate player as a pointer and the same code can be used for both players. Less code to maintain and easier to add new features when you only have one copy. |
12 April 2023, 17:13 | #2012 |
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It might be useful to add a versioning to the executable file/s .. in this way it would be easier to track the (beta) version used :-)
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12 April 2023, 17:30 | #2013 |
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I had a quick blast on the version in post 2007 on my A1200 with ACA1230/56 and in the default smaller screen size (2/3?) it plays quite nicely. It’s quite playable with 10+ FPS most of the time.
Thanks to all involved for all your efforts with this. |
12 April 2023, 18:02 | #2014 |
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How does pressing F8 affect your framerate?
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12 April 2023, 18:03 | #2015 |
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12 April 2023, 18:19 | #2016 |
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12 April 2023, 18:20 | #2017 |
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I remember that the original version was completely unplayable on my 1230-50 back in the day which should be something like 90% of the speed of your ACA. Overall performance seems to have improved a LOT with all the optimisations. Little drops of water, little grains of sand, make that mighty ocean and that pleasant land!
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12 April 2023, 20:06 | #2018 |
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12 April 2023, 20:09 | #2019 |
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I have a pretty hefty PR I've tagged @pipper for review. Now that the player data has been bss'd and reordered a bit, loads of player 1/2 duplicate code has been reduced to a single path. I've playtested a few levels and have no reason at all to assume anything is broken.
What I need is a way to test 2 player mode. Can 2 instances of UAE talk to each other via some sort of virtual serial port? |
12 April 2023, 20:09 | #2020 | |
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please do check out the 'F8' option for simple walls like Karlos said, it would be nice to know how big a difference it makes |
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