05 March 2019, 17:29 | #361 |
Total Chaos forever!
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05 March 2019, 17:31 | #362 |
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05 March 2019, 17:33 | #363 |
Inviyya Dude!
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05 March 2019, 17:35 | #364 | |
Defendit numerus
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Quote:
Problem here is that pixel clock is fixed (unlike some consoles that can modify it). So if you change h-slot numbers or vertical lines then you change video frequency. Simply the monitor doesn't sync anymore. Maybe with some little changes from the defaults it'll continue to work for you, but on that of others? The only viable possibility is to go from 50Hz to 60Hz but no more (in any case is not a real NTSC but a PAL60, the bus clock does not change..). Many many years ago I experimented a lot with those registers (on AGA), I also had a multisync monitor, but in the end I even managed to break it |
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05 March 2019, 17:43 | #365 |
Total Chaos forever!
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Someone should conclude that development of any game in this day and age is a fool's errand without fast RAM.
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05 March 2019, 17:46 | #366 |
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05 March 2019, 17:47 | #367 |
Defendit numerus
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And a word about the 'third layer' made of sprite on AGA: although it is technically feasible to have a 'free form' one in 15 colors, is really difficult to manage and subjected to severe limitations (and they use a flood of DMA).
As suggested by Geezer it is much better to use these huge sprites for moving objects on screen. Or make a 4-colors sprites layer, with copper gradient, and use the rest for other on-screen covers/bullets. My 2 cents. |
05 March 2019, 17:55 | #368 |
son of 68k
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05 March 2019, 18:09 | #369 | |
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Quote:
-- A word on AGA sprites here: using them in 32 or 64 pixel wide mode is difficult to combine with the higher fetch modes*. It's definitely possible to compromise here (see for instance what mcgeezer does in Rygar AGA), but doing so means your display starts to shift to the right by either 32 or 64 pixels - if you also want to scroll. AGA sprites are in many ways a real shame - the bus bandwidth improvements for bitplanes (which are what you really, really want to use for the Blitter & CPU) mean that a standard scrolling screen loses most or even all of them. I'm still wondering what the <insert nasty word here> Commodore were thinking when they put this in. More so because AGA sprites are by far the best way to generate big objects. Commodore must have known this and they still didn't try to fix it. The DMA bandwidth is there to allow for it to be fixed. Bah, now I'm back to disliking AGA again... That said, if the A500 idea is no switched to an A1200 version, I'd do everything I could to get those sprites in - they're so much less impactful on system DMA load than the Blitter it's downright silly how many cycles you save! *) Actually it's also difficult to do for 16 pixel wide sprites, but that's kinda besides the point given we're talking about using them as wider sprites |
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05 March 2019, 18:48 | #370 |
Inviyya Dude!
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Last edited by Tigerskunk; 05 March 2019 at 18:53. |
05 March 2019, 18:58 | #371 |
Defendit numerus
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05 March 2019, 19:29 | #372 | |
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I think a more accurate analysis of myself would be to say that I'm completely fucking nuts (Not quite on the nuts level of Sandruzzo though ) Last edited by mcgeezer; 05 March 2019 at 19:34. Reason: Just a bit of banter... nothing personal at all here. |
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05 March 2019, 20:07 | #373 |
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05 March 2019, 20:09 | #374 |
Inviyya Dude!
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Last edited by Tigerskunk; 06 March 2019 at 08:22. |
05 March 2019, 22:23 | #375 |
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I prefer the term almonds myself, or walnuts in a pinch
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06 March 2019, 05:35 | #376 |
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06 March 2019, 09:16 | #377 | |
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I, for one, think that the BOBs would look a bit too samey with only 7 colours to choose from. |
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06 March 2019, 09:25 | #378 |
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On Aga I meant. With 2 interlaced pic you can allmost have 16 colors
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06 March 2019, 11:02 | #379 |
Inviyya Dude!
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06 March 2019, 11:44 | #380 |
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