![]() |
![]() |
#4081 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,205
|
RTG seems to work fine for me on pistorm32.
I guess each color entry should be filled like 0xaaaaaaaa instead of 0xaa000000, but shouldn't it only be slightly darker if you really have more than 8-bit precision? Really doubt much code actually does that... but could be wrong. If you want to test the theory that that's the cause, try the Breathless RTG test build in sibling thread. It doesn't do it correctly either ![]() |
![]() |
![]() |
#4082 | |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
|
Quote:
I remember that with the Vampires there were lots of swapped colour channels and such when trying to set up the RTG subsystem, many of them due to endianness being expected differently in P96 than it was in the hardware. The broken palette reminds me of those problems. |
|
![]() |
![]() |
#4083 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
It's a super trivial change to make, so I'll just do it as soon as I have a moment.
https://github.com/mheyer32/alienbreed3d2/pull/138 Last edited by Karlos; 05 February 2024 at 19:06. |
![]() |
![]() |
#4084 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
|
![]() |
![]() |
#4085 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,205
|
If that doesn't change anything (which I find most likely), you can try making the palette array static. Maybe the driver (or P96) is buggy in some way and only reads the entries later. In Breathless the palette array is kept around.
|
![]() |
![]() |
#4086 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
Yes, I was thinking to make it a global (bss) anyway as at some point I want to get the palette fading and stuff working again.
|
![]() |
![]() |
#4087 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,281
|
Just my thoughts on the exe's I downloaded a couple of days back.
Both of them are very playable, but in RTG it is pretty dark and very contrasty with almost no detail in the shadows. Amiga RGB is the opposite, bright as a button, perhaps a little washed out. This is on PiStorm32. |
![]() |
![]() |
#4088 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
I think we long established the need for a gamma control.
|
![]() |
![]() |
#4089 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,281
|
That would be awesome.
|
![]() |
![]() |
#4090 |
Registered User
Join Date: Jul 2017
Location: San Jose
Posts: 676
|
I think the idiom to copy the MSBs into the LSBs is just an approximation for the odd computation needed to do the real (x/255)*(2^32-1)
|
![]() |
![]() |
#4091 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
|
@Karlos
regarding the potential bug with the min/max look, could you try the following in newplayershoot.s (line 190 ish) and test the spot in level G which caused you the issue? Code:
movem.l (a7)+,d0/a0/d5/d6/d7/a6/a4/a5 tst.w d0 blt .nothing_to_shoot ;tst.l BulT_Gravity_l(a5) ;disable auto-aim ;beq.s .skip_aim ;disable auto-aim move.w Plr1_AimSpeed_l,d2 move.w #8,d1 sub.w BulletSpd,d1 asr.w d1,d2 move.w d2,bulyspd .skip_aim: tst.w BulT_IsHitScan_l+2(a5) beq plr1_FireProjectile |
![]() |
![]() |
#4092 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
I won't get a chance until later, maybe tomorrow
![]() |
![]() |
![]() |
#4093 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
|
|
![]() |
![]() |
#4094 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
|
![]() |
![]() |
#4095 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
|
Quote:
instant hitscan weapons still work as before with auto-aim but projectile weapons are much more user friendly. [ Show youtube player ] strangely there is 30 seconds of footage missing from this upload to youtube, but you get the idea hopefully. Last edited by abu_the_monkey; 06 February 2024 at 01:52. |
|
![]() |
![]() |
#4096 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
What about grenades? I think they might have some divergent behaviour due to gravity.
|
![]() |
![]() |
#4097 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
|
Quote:
edit: grenades still seem to work as the did before the hack. Last edited by abu_the_monkey; 06 February 2024 at 02:41. |
|
![]() |
![]() |
#4098 | |
Registered User
Join Date: Dec 2021
Location: Prague / Czechia
Posts: 29
|
Quote:
Great, the green dot works perfectly. It looks a bit like laser aiming, so it's maybe even better and less disturbing than a traditional crosshair. For me, this is all that's needed. However, I noticed that the shots are directed to the location somewhat lower than the dot. While the accurate vertical aiming is not that important in a close combat, it becomes critical for long range shots (trying to hit a monster from a safe distance). |
|
![]() |
![]() |
#4099 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
I am going to test today. I would still like to have the options to toggle aiming and crosshair*
With aim assistance enabled, we need to fix the clamping issues still. *we're going to need another keybo^H^H^H^H menu screen. |
![]() |
![]() |
#4100 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,444
|
Going back to the janky palette issue under RTG, I have moved the LoadRGB32 data to a global (in bss) so that it's not a stack temporary.
Builds with these changes are here: https://github.com/0xABADCAFE/karlos...esign/Game/bin Can these please be tested on the ZZ9000 and by anyone else that had issues with the darkness? |
![]() |
Currently Active Users Viewing This Thread: 2 (0 members and 2 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Alien Breed 3D II The Killing Grounds RTG patch | Angus | Retrogaming General Discussion | 63 | 14 December 2022 15:20 |
Alien Breed & Alien Breed '92: SE - delay when picking up items / opening doors | Ian | support.WinUAE | 16 | 23 December 2016 15:50 |
Alien Breed 3D II : The Killing Grounds code booklet | alexh | support.Games | 19 | 10 October 2012 22:17 |
Alien Breed 3D 2 - The Killing Grounds | Ironclaw | support.Games | 12 | 13 September 2005 13:07 |
HD Version of Alien Breed I ? | Kintaro | request.Old Rare Games | 20 | 31 July 2003 10:48 |
|
|