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#4001 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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#4002 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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#4003 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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indeed, there is never enough time
![]() just noticed we passes 4000 posts ![]() |
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#4004 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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Quote:
Back on topic, sort of, I am keen to understand how difficult it is to expand the bitmapped aliens to 8 view directions. The game linker tool already has some options there but obviously this was was not added as a feature to the game itself. I don't know if the data structures are defined though. It would be cool to have support but that does then create the problem that there's no assets. |
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#4005 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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I've fixed the hard 250 limit on the jetpack, the carry limit is now respected. To test this, I added a devmode counter that reports the fuel count. It reveals several things:
1) You only get 250 fuel from the charger so have to activate this more than once. That'll probably be defined in the game link file somewhere, but maybe this is OK, you can use the charger twice in succession after a short delay. That might even prove to be a useful mechanic. 2) As soon as you have the jetpack, every jump is powered and fuel is consumed. This doesn't seem ideal. Maybe it should be possible to drop the jetpack. You could use the excuse that the weight of it prevents you from jumping, so it could theoretically be dropped and recovered, in order to preserve fuel. 3) The rate of fuel consumption is constant and unconnected to the fps rate of the game. 500 fuel gave me 10 seconds of continuous flight at both 50fps and 8fps. This actually surprised me as it's just decrementing by a constant amount. I think the game logic is obviously synced to the vertical interrupt, regardless of the buffer flipping. I haven't yet added a HUD fuel level indicator. |
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#4006 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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#4007 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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Given that the legacy HUD is a bit of a pain in the backside, especially at lower sizes, is it time to move to a completely on screen one?
The only advantage it had on AGA was that it was all planar to begin with, but we have to convert it and the digits etc. to chunky. It's not a big deal but an overlay might be nicer and we could use the whole vertical height for the render buffer. |
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#4008 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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The thought that prompted this was the idea that I'd be putting an on display fuel gauge for the jetpack as there's nowhere in the border for it to go anyway.
I'm not sure the selected weapon indicator is especially useful, either. We could dispense with the whole border stuff |
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#4009 | ||
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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Quote:
Quote:
![]() the selected weapon indicator also lets you know what weapon's you are carrying. |
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#4010 | ||
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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Quote:
For AGA mode, this approach isn't viable in a double height mode due to the way the doubling is achieved. Quote:
![]() OK, I realise what you mean, single versus triple shot plasma and such, We could use a single digit to show which weapon is selected. As for the style, I am definitely thinking to keep the existing seven segment LCD style display. Done with map style transparency and kept discretely in the corners it could look cool. Maybe it;s worth mocking up some designs. |
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#4011 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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#4012 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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Mimimalist HUD. Positioned bottom right, away from any messaging.
Shows selected weapon, relevant ammo count, hit points and jetpack fuel. |
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#4013 |
Amiga Fanatic
![]() Join Date: Feb 2004
Location: North Yorkshire, UK
Age: 46
Posts: 742
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Ooh, very slick! Apologies if I missed this further back, but presumably this means the viewable screen area (of the 3D) is now bigger due to not having the HUD across the bottom?
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#4014 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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Quote:
Size wise, the most increase you could hope for at 320*256 would be about 24 pixels, which would be the 8 unused pixels from the original text renderer plus 16 pixels or so for the border bottom. The motivation for this, more than anything is to help support lower resolutions better, e.g. 240 tall, which is a much more common RTG target. Last edited by Karlos; 02 February 2024 at 20:11. |
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#4015 | |
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Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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Quote:
![]() only by 8 lines the size is set to 240 high and may not be easy to change due to a bunch of maths and science and stuff. |
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#4016 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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#4017 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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#4018 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,542
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Having said that, you may recall we are rendering 8 rows that aren't c2p'd or copied over as part of that hack, so maybe we get those back for no extra cost.
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#4019 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,035
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Quote:
![]() also letter boxing should work smoothly when shrinking the screen as the hud bitmap would not be being reloaded every update. |
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#4020 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,109
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