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#201 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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You could even scroll the screen vertically, and do a vertical perspective effect with it too
![]() Now THAT would look cool for a unique Amiga fighting game, rather than trying to convert SFII |
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#202 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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There is however something very optimistic about the video: it relies heavily on BPLCON4 split.
Ok, simple to do vertically, as well as the horizontal and vertical multiplex of the sprites. But how to easily couple the horizontal multiplex of the sprites with the horizontal colors split using BPLCON4? Last edited by ross; 30 January 2021 at 00:07. Reason: I no longer remembered if it was BPLCON3 or 4 :D |
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#203 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
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Yeah, I saw that too. Asked the author about it on YouTube, he told me that the last bit with BPLCON4 rectangular areas was a kind of "prototype" made on modern hardware, some things were not final about that.
Anyway, he's apparently using the automatic sprite multiplexing that AGA offers, where sprites repeat after 256 pixels by themselves. |
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#204 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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Quote:
Moreover, a so close colors split for the passengers of the boat is very complicated, the copper is not so fine (and need to compete with the BPL DMA). A way could be to 'alternating grouping' it with different colors of the palette, but that way you should reduce them considerably, or simply space out the people. |
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#205 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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It would appear that the video is just showing mainly some ideas, and not an actual Amiga AGA implementation. I fear that they WILL have some issues and have to backtrack on some things perhaps...
However they ARE thinking along the same lines as I've been thinking about a few things here and there ![]() |
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#206 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
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Quote:
Quote:
Anyway, it's still a very interesting result and one that shows that with lots of time and passion AGA can do very neat stuff ![]() |
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#207 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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Yes, I absolutely do not want to be in contrast with the attempt (quite the opposite!), the ideas are good, and as Dan says these ideas have crossed various mind.
I know AGA can do great things. But better not to overdo the expectations ![]() |
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#208 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,598
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Quote:
[ Show youtube player ] |
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#209 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Quote:
I am not sure the copper can change so many colors in line this fast. Also, while it's certainly possible to switch colors in line, it's a HUGE PAIN IN THE ASS while scrolling the whole scenery. Writing that copper list dynamically each frame with palette swaps AND sprites being multiplexed as well horizontally will take some resources that he is not talking about in the video. And some crazy coding. I experimented with this stuff a lot in my beginnings of my engine when it was still dual playfield and I was looking for ways to get more than 7 colours in the foreground, and I decided not to do it. So, great video, but in the end it's simplifying things a bit too much too make it look more clever than it actually is. |
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#210 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 192
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Quote:
Btw, what about hires/superhires? 64 superhires pixels look like 16 lores pixels. Do all sprites work on a standard non scrolling superhires resolution? Superhires needs to "load" 64 pixels in 4 times shorter time. Could this be abused by switching from lores to superhires to lores in each scanline? |
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#211 |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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No, the DMA slots for sprites are fixed, and they always load the same amount of data to the sprite registers for all sprite and display resolutions - just depending on the sprite width/fetchmode.
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#212 | |
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Quote:
Also for changing FMODE during the line. I seem to remember that the attempts had not gone so well... |
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#213 | |
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Then switch to lores during line. But I see it as difficult or impossible to implement for different reasons ![]() |
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#214 | |
Registered User
Join Date: Dec 2014
Location: germany
Posts: 439
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Quote:
BTW, you were at some point investigating the possibility to compensate the 64 pix shift to the right by fiddling with the hsstrt/hsstop registers, IIRC? In theory one should be able to do that, but it might be necessary to have a higher value for hsstop than for hsstop to compensate a full 64 pixels. Did you have some success with that approach? |
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#215 | |
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Quote:
I definitely have some test code. I don't remember exactly the results and the disadvantages but surely something worked ![]() I would need a real AGA machine.. |
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#216 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,859
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There's a mention of a Mortal Kombat AGA demo by a french coder, anybody knows more about this?
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#217 | |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,573
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Quote:
![]() But at least check DMA debugger (v-command) to see which cycles overrun bitplane cycles use. (v <line> to see the beginning, for example v <line> 160 to see the end). |
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#218 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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Quote:
Is this an expected behavior? EDIT: An observation.. I have always assumed (but not found written confirmation) that the possible deactivation of the sprites DMA is from the value in DDFSTRT, this even if the bitplanes activated in BPLCON0 did not 'compete' with the used sprites channels (this is even more unfortunate in AGA where the fetch is blocky, so many DMA slots are possibily unused..). This is why the DMA overrun would allow high numbered sprites to eventually work (the comparison for deactivation is not reached because DDFSTRT > of the fetch position for the sprites). Is this right? Last edited by ross; 30 January 2021 at 21:37. |
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#219 | ||
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,129
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Quote:
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I really liked that game, If it was released in 93 they would have sold a lot more copies. Some good techno songs on that as well. |
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#220 |
Registered User
Join Date: Dec 2020
Location: Italy
Posts: 1,965
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Another randomly find that could be useful to share here.
I'm trying a longplay with Bubble & Squeak AGA atm, and i have reached the 'Neon City' set of levels, imo nice upgraded despite the standard Amiga version, expecially for the use of some changing colors effects. Prolly those levels were lastly developed, seems a little better dedicated work; i can't find any video on tube, i'll share some pictures here, but obviously they can't return the changing effect; little shame also because, due the game difficulty, that environment has prolly been explored by not too much players This is the standard Amiga longplay, and the correct level starts at 1.18.40 (Neon City part2) : [ Show youtube player ] This instead is the longplay of that level alone, but on Megadrive; i must say, even more effects, but less colors than AGA (strangely on Megadrive is called Neon City part 3) : [ Show youtube player ] At last, two screenshots taken from the AGA release : |
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