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#21 | |
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Quote:
Last edited by lionagony; 19 December 2023 at 18:26. |
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#22 | |
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Join Date: Oct 2007
Location: Athens , Greece
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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. |
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#23 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
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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. |
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#24 |
Phone Homer
Join Date: Jun 2006
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[ Show youtube player ] ? And its probably not even trying
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#25 |
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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?
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#26 |
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Nice, but it's not from an actual game, it's also using the SA-1 enhancement chip https://sneslab.net/wiki/SA-1
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#27 | |
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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. |
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#28 | |
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#29 |
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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.
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#30 | |
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#31 | |
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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. |
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#32 |
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A snes demo, without any add-on, just pure code .
![]() Last edited by touko; 21 December 2023 at 14:59. |
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#33 |
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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).
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#34 | |
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#35 |
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#36 |
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#37 |
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#38 | |
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Quote:
![]() https://twitter.com/turboxray/status...27312017391616 |
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#39 | |
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#40 |
Phone Homer
Join Date: Jun 2006
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Street Fighter 2 - 2 large sprite or Bobs etc
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