17 March 2017, 18:22 | #21 |
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Yep, it should be far quicker than copying the whole bitmap though since you're only blitting a strip each time instead of the whole thing.
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17 March 2017, 18:27 | #22 |
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Ill have to check that I think the Rtype map was about 5000, so at 8191 theres distortion?
no screen copying should be used although some people have had good results. - I wont get into it in this thread but the first example by idrougge " Smooth vertical scrolling in AMOS" have unlimited scrolling all directions when applied in both Horizontal and vertical - when youve reached the end of the screen you flip back to beginning of the screen where you have a copy of the beginning and then continue scrolling or you combine the cork screw for horizontal scrolling with the other method for vertical. and theres other methods but I ask if a separate thread could be used for discussion of this |
17 March 2017, 18:43 | #23 |
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I will just say I ran the Rtype map upto 10000 and some time after 8000 there was corruption at the top of the screen and the Tiles start Pasting in the Middle of the screen and not the side.........
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17 March 2017, 18:53 | #24 |
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I see thanks. I guess I can try to store the map_x and map_y positions for both bitmaps and update the bitmaps according to that. Back to the experimentation.
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17 March 2017, 18:54 | #25 |
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Next Question Differences between InitCopList and Slice and Pros and Cons of both?
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17 March 2017, 18:57 | #26 |
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Yep, to be a bug, it's working when using slices instead of copperlists. I have read that it's best to avoid using slices though, I wonder why...
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17 March 2017, 18:59 | #27 |
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17 March 2017, 19:01 | #28 | |
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Quote:
"The display library is similar in concept to the slice library described above, however it uses a more flexible approach, and also supports the extended capabilities of the AGA chipset. It translates more closely to how the Amiga display hardware actually works, which gives the programmer more control over its behaviour. Unfortunately this can also make it appear slightly more complicated to use." So AGA support is at least one advantage of using the display library. |
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17 March 2017, 19:14 | #29 | |
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Quote:
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17 March 2017, 19:50 | #30 |
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17 March 2017, 19:53 | #31 |
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18 March 2017, 04:48 | #32 |
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NO. Never. Or hardware banging ASM.
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18 March 2017, 14:05 | #33 | |
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Quote:
The main advantage of Display library is AGA support and flexibility with regard to copper usage. The disadvantage is that it is trickier in its initialisation and that some aspects were never finished by Acid. But overall, it's best to stay with Display, since it has more modern support. |
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18 March 2017, 14:57 | #34 |
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Simplest but not entirely accurate explanation of the difference between Slice and Display is the former is OCS and the latter is ECS and AGA.
I used slice in one production that I personally released. Loadershit was released at Syntax 2007 I seem to recall. But I much prefer display for so many reasons. I personally set up the Blitz display routines that the two ECS Disaster Area demos I was involved in on YouTube feature. Although Dave did the demo effects in 68K we were using Blitz to do stuff like set-up elaborate copper effect with just a few commands. I don't mean to boast but I even saw that Ript seems using my palette fading technique in his more recent demos too. so copper and/or bitplane palette tricks is what I know. Ask me about stuff like palette fading, manually setting up double, triple or with the aid of sprites even quadruple playfields >256 colours on screen and the like I really like interference circles and if you don't know how to do these I can explain, but I seem to recall that there is a reasonable example bundled with Blitz 21. anyway. i also have a trick I used on the BeachParty invite I like to call "PAL:Super-low res" it's pretty simple. Just use the copper to double the vertical resolution and Bob's your uncle, now your hi-res graphics will display with the correct aspect ratio on a lo-res screen. The demo in question also features an example of one method of producing a the triple playfield routine I was talking about. Which is achieved by drawing the interference circles onto 2 bitplanes and using the remaining bitplanes to display the actual information and logo graphics. Also if you have a bright monitor you will notice the full-screen background animation which is about a dozen frames if I recall correctly. Which brings me to my next newbie trick which is... ...When your executable is ready for final release, if all the data will fit in memory at once then INCBIN EVERYTHING. And if you either need to meet a size requirement and/or plan on the user running the game from floppy then compress the bejesus out of the final executable with CrunchyDat or something similar. Also seeing as nobody complained about previous MOD attachments i have included the module from the intro I mentioned. I was pretty pleased with myself to have a progressive structured 2:50 song in under 30KB as MOD is not the most efficient format. And with Blitz it can be a bit of a pain and may require ECS, but it will handle most complex tracker tricks of later Protracker versions as well as giving you the ability to read the 8xx command which you might use to store misc game data and save some CPU time reading enemy attack wave tables by using the data that is already loaded into memory with the module. Last edited by Anakirob; 18 March 2017 at 16:45. Reason: live edits as the ideas come to me:) |
22 March 2017, 14:44 | #35 |
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Thanks for the explanations of Slice and Display, very valuable information!
Another question, is it somehow possible to hide the Workbench / AmigaDOS screen entirely when starting a game made in BB2? I created a bootable CD with SetPatch quiet in startup-sequence and this hides the AmigaDOS screen but when the BB2 executable runs the WB screen is visible for a brief moment even if the executable goes to Blitz mode directly and creates a slice. |
22 March 2017, 16:52 | #36 | |
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Quote:
Have you tried adding the text ">NIL:" after the name of your blitz program in the startup-sequence? This should direct the program not to output to the current shell (or anything) and should prevent the Workbench screen from opening Alternatively if that does not work another way you could ensure the screen stays blank is to is use the Workbench 1.3 preferences program to set all the colours to black. It's not elegant but it works, I've seen a few disks use this method. |
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22 March 2017, 23:33 | #37 |
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Can't remember but is it possible to set all the wb colours to black including the pointer? Then you wouldn't see it before the program starts...
Edit: ah that was already said! |
24 March 2017, 04:41 | #38 | |
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Be sure to take note of the on-screen location of the save button, I have used my index finger to point to the spot so I can easily locate this. But a removable sticker may work too, albeit with the undesirable effect of leaving some of its adhesive residue on your screen. You may like to leave a single white pixel as your pointer graphics to make it easier to save the preferences, as far as I recall the 1.3 preferences program does not feature hotkeys for things like saving your settings. But I think that the best option is to add the argument >NIL: to your startup-sequence on the line where you call your program. This should work. |
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24 March 2017, 11:16 | #39 | |
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Quote:
The problem with the AmigaDOS screen showing up on the CD32 seems to be when I show a CDXL with the cdgsxl command, after that the AmigaDOS screen is shown, I have no idea why. I have tried replicating a similar startup-sequence where this does not happen but to no luck. When I comment out the cdxl it boots into the bb2 app without showing anything so that's good, I just have to figure out the cdxl problem. Seems kickstart 3.1 shows a black screen until something is output to the CLI so using >NIL: with commands works here. When it comes to booting from floppy, I tried putting >NIL: for every command in the startup-sequence like this: Code:
SetPatch >NIL: quiet Assign >NIL: ENV: RAM: JoyTester >NIL: Doing the all colours black thing works, the sticker trick helped when doing this. I made the mouse pointer one pixel darkest of blues, impossible to see if location is unknown. I copied the system-configuration file from the WB floppy to the devs folder of my bootable floppy. I'm attaching the system-configuration file here if somebody else needs it. It's created using WB1.3. EDIT1: Well duuuh, the all black system-configuration works for the CD32 CD also of course, I just created a devs folder for the CD and copied the system-configuration file there. It actually looks like the CD I was comparing with used the same trick. All good, thanks again for the help! EDIT2: Laying the final piece of the black puzzle I figured out that it's better to create a Bitmap before creating a Slice. In some examples I have made, a Slice is created before creating a Bitmap and this causes a flash of random gibberish on the screen at start. Last edited by MickGyver; 24 March 2017 at 12:31. |
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26 March 2017, 23:29 | #40 |
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There are also DisplayOff/On commands in Blitz to hide visible artifacts.
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