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#21 |
Commodork
Join Date: Nov 2018
Location: Finland
Posts: 83
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Oh man, if only Stunt Car Racer could be as smooth as the C64 SuperCPU version, instead of just faster..
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#22 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 793
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Well done jotd !
I played SuperCars 2 AGA 0.89 on A1200/BlizzIV and A1200/ACA1233 and the framerate/speed is better than previous 0.88 version. On WinUAE this improvement isn't visible. |
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#23 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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You know exactly what i will propose : shadow warriors.
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#24 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,438
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Quote:
horizontal scrollers (not using the blitter) are not an easy task... ECS: bitplanes aligned on 2 bytes, BPLCON1 scroller shift 0-15 bits AGA FMODE=3: bitplanes aligned on 8 bytes, BPLCON1 scroller shift upgraded to 0-63 bits. Means that a lot of reverse engineering must be done to adapt those games. |
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#25 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,863
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@jotd
I tried Chase HQ II on WinUAE and saw no real difference compared to the real thing, so, I guess the ICE racers will remain crappy as they currently are. ![]() @turrican3 Great idea, I just hope it's one of those that can be improved as I recall it also plays the same way under WinUAE as on the real system. |
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#26 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 661
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Top Gear 2 (OCS) Road updates every 1/3 frames in cycle-exact mode (68020), 1/2 frames in non-cycle-exact.
Top Gear 2 (AGA) 1/5 frames in cycle-exact, 1/2 in non-cycle-exact Power Drift: Framerate fluctuates between 1/5 and 1/10 in cycle-exact, 1/3 to 1/5 in non-cycle-exact. FIFA International Soccer: 1/2 to 1/3 frames scrolling in cycle-exact, 1/1 in non-cycle-exact. |
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#27 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,438
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Quote:
Coincidence? I just sold more than 10 copies of the game today! As Toni reminded, for a lot of games it will be simply too difficult because of horizontal scrolling. Supercars 2 doesn't really scroll, everything is blitted on screen each time. Why it runs so fast, maybe it's because the background is not made of tiles, so there are "only" 7 calls to the blitter. Redrawing the same surface but with small tiles takes more time, and most tiled games use hardware scrolling. Blitting the whole background each time is costly, but avoids to erase the objects prior to redrawing. Good tradeoff, very well executed by Shaun Southern, an inspiring programmer. Not using hardware scrolling allowed Supercars 2 to have a 2 player mode with vertical split screen. Not sure it's possible using hardware scrolling. So once again this is happening with a bit of luck for Supercars 2: - source code available and which can be easily rebuilt (not sure anyone can rebuild Jim Power or Turrican 3) - 256 color pics available to replace old 64 color EHB ones - FMODE possible thanks to blitter scrolling - more color for cars: easy way to enhance the visuals without redrawing all graphics - module player that can play modules & sounds at the same time (and reusing Lotus tunes, and getting original J.M.D/saimon69 original tunes too) - programmer (me) who loves that game Last edited by jotd; 14 March 2023 at 21:16. |
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#28 | |
CaptainM68K-SPS France
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Quote:
Then you use the script and you write the master disk. |
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#29 |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 949
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I know Armour Geddon II uses blits for fills (among other things to get the sand dune texture effect), probably AG1 does as well. Maybe these could benefit.
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#30 | |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,705
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Quote:
![]() Edit: Ok, on Mt.Rushmore it goes as low as 8 ![]() Last edited by tomcat666; 17 August 2023 at 06:57. |
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#31 |
Registered User
Join Date: Sep 2005
Location: Peterborough
Age: 48
Posts: 862
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@tomcat666 - did you notice any bugs with Fighter Bomber?
I only tried it quickly back then and it was a bit glitchy but I had forgotten all about it until now and I'm AFA (Away From Amiga) for a while now so can't retry it. |
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#32 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,705
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Was not playing it a lot, just a few minutes, not a big fan. But I didn't notice any bugs really or that it was glitchy...
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#33 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,994
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I used the fmode command for tude for games like Combat Air Patrol on my CD32 discs that gave a nice speed-up.
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#34 |
Registered User
Join Date: Apr 2023
Location: piteå/sverige
Posts: 15
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Lion king AGA and Zool 2 AGA two games nearly unplayable due to extrem slowdowns.
my dream is that some day i get the option to play amiga games on Graphics Card instead of the cutsom chipset may never happen but that would be great. |
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#35 | |
Registered User
Join Date: May 2021
Location: Fay-aux-Loges (France)
Posts: 53
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Quote:
What do you mean when you explain to add FMODE=3 ? In the icon via TOOLTYPE ? I tried but Snoopdos dont show any call of FMODE parameter. ![]() ![]() |
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#36 | ||
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
I have been wondering about the (relatively) low frame rate of the game for decades but now that explains it. I guess this should be visible in the UAE DMA debugger but I never fired it for that game. Quote:
Sure, this allows to use the same code for both sides of the vertical split screen but if you think about it he could simply have used hardware scrolling for the single player and left part of the split screen, then used full-blit only for the right part of the split screen. In total, only half of the screen would have needed to be blit, thus requiring about half the DMA bandwidth. The resulting code would have been slightly more complex but not by much (tile based hardware scrolling is easy enough). Interesting choice in any case. Thanks for sharing jotd! ? |
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#37 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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you stopped this jf ?
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#38 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,624
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It's being discussed in the Lotus 2 thread active right now.
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#39 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,438
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Quote:
Blitting the whole background each time simplifies a lot of computations involved when you want to erase previous BOB positions. It's impressive how he managed to do so many blits and so many clipping. The secret is: he's preparing his blits in a blit list, then performs them in a chain. There are almost no blitwaits, as he uses the blitter interrupt to trigged the next blit. In the meantime, the available CPU time is used to compute a lot of shit. You also need to know exactly how many blits you're going to do in advance and kind of "duplicate" the code (between parameter computation and actual blit). Genius! (but also tricky to maintain as if the parameters are shifted mayhem ensues). Same method used on the Lotus series. |
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