![]() |
![]() |
#21 | |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 438
|
Quote:
Last edited by lionagony; 19 December 2023 at 18:26. |
|
![]() |
![]() |
#22 | |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,863
|
Quote:
Yes, it's an illusion, they're somehow blinking them so as to appear as 3 or 4 times more than what they actually are. Cool trick. |
|
![]() |
![]() |
#23 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,035
|
My overriding memory of Galactic by Stavros Fasoulos had a ridiculous amount of objects on screen during later levels.
Last edited by Galahad/FLT; 20 December 2023 at 15:23. |
![]() |
![]() |
#24 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
|
[ Show youtube player ] ? And its probably not even trying
|
![]() |
![]() |
#25 |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 438
|
Cool, would love to know more about that but couldn't find anything through Google. I wonder if the Amiga is capable of the same thing?
|
![]() |
![]() |
#26 |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 438
|
Nice, but it's not from an actual game, it's also using the SA-1 enhancement chip https://sneslab.net/wiki/SA-1
|
![]() |
![]() |
#27 | |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 529
|
Quote:
But it only really makes sense with sprite hardware, so whilst you could do it on the Amiga you probably wouldn't since you'd be using Bobs instead and there is no advantage there since once a bob is drawn it stays drawn. |
|
![]() |
![]() |
#28 | |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 438
|
Quote:
![]() |
|
![]() |
![]() |
#29 |
Registered User
Join Date: May 2023
Location: Norwich
Posts: 529
|
Maybe. The main reason for doing on consoles is either you're hitting the max sprite limit or, more likely, the max per scanline. Amiga sprites are kind of weird but I guess it's possible you might be able to pull of a similar trick by using different copper lists per frame.
|
![]() |
![]() |
#30 | |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 438
|
Quote:
|
|
![]() |
![]() |
#31 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 201
|
Quote:
I think it may be even simpler than that. Don't do anything, just make the speed of the bullets big enough and the visual trick maybe magically appears all by itself. So if bullet is 16 pixels wide -> make it move around on the screen very fast, like 16 pixels per frame. |
|
![]() |
![]() |
#32 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
|
A snes demo, without any add-on, just pure code .
![]() Last edited by touko; 21 December 2023 at 14:59. |
![]() |
![]() |
#33 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,464
|
To comment on this a bit, you could do something like this with Blitter objects as well. You could opt to draw half of them one frame and half the other. But yeah, that's not something you'd do for the same reason consoles use flickering bullets. That said, it still would halve the drawing/undrawing costs, while retaining the illusion of full frame rate updates (rather than going to full 25/30Hz updates as many Amiga games do, so it may be worth the effort).
|
![]() |
![]() |
#34 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
|
Quote:
|
|
![]() |
![]() |
#35 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
|
|
![]() |
![]() |
#36 |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 438
|
|
![]() |
![]() |
#37 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 495
|
|
![]() |
![]() |
#38 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
|
Quote:
![]() https://twitter.com/turboxray/status...27312017391616 |
|
![]() |
![]() |
#39 | |
Registered User
Join Date: Jan 2023
Location: Toronto
Posts: 438
|
Quote:
|
|
![]() |
![]() |
#40 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
|
Street Fighter 2 - 2 large sprite or Bobs etc
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Access to 15 and 16 bit RTG modes at the same time. | Ponki1986 | support.WinUAE | 10 | 14 February 2021 14:27 |
16-Bit/32-Bit UK Computer Price Comparisons | Amigajay | Retrogaming General Discussion | 10 | 02 July 2020 17:12 |
OCS/ECS Playfields - blitting objects using colours 16-31? | Marle | Coders. Blitz Basic | 6 | 03 October 2018 19:19 |
What are your top ten games from the 8-bit era? | Bombjacker | Retrogaming General Discussion | 34 | 07 August 2004 12:50 |
Amiga 600 (16 BIT), Amiga 1200 (??? BIT)? | etheridge | support.Hardware | 9 | 20 May 2002 02:25 |
|
|