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Old 16 June 2024, 01:59   #41
saimon69
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This is so darn good so far!
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Old 17 June 2024, 23:56   #42
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This is looking beautiful! Is the footage from A1200? What are your current performance expectations?
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Old 18 June 2024, 07:33   #43
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ATM this is running on ECS winuae at 50 fps but it needs a lot of optimizing even to run at 25 fps with cycle exact.

There are a lot of small BOBs to draw, which takes a lot of time. But the BOBs are 3 color + black, and mainly either bees (blue/yellow) or moths (red). So, by picking palette indexes carefully (colors 1,2,3 and 4,8,12), it's possible to use half the current blits (2 bitplanes per alien instead of 4 bitplanes), because most aliens only use 2 bitplanes. I'll try that soon.

Apart from that, the game is really doing well. Ship capture & double ship features are now working, so the logic of the game is nearly 100%.
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Old 18 June 2024, 19:49   #44
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Quote:
Originally Posted by jotd View Post
There are a lot of small BOBs to draw, which takes a lot of time. But the BOBs are 3 color + black, and mainly either bees (blue/yellow) or moths (red). So, by picking palette indexes carefully (colors 1,2,3 and 4,8,12), it's possible to use half the current blits (2 bitplanes per alien instead of 4 bitplanes), because most aliens only use 2 bitplanes. I'll try that soon.
Yes, that should help a ton. Fingers crossed you get it working at 25FPS on regular A500 (and hopefully player ship movement could be pulled off at 50FPS)
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Old 18 June 2024, 23:06   #45
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I could use 2 bitplanes instead of 3 only for bees and moths, and also bosses (when they're it).
Not enough for 50 fps but it saves a lot of bandwidth for the same visuals!
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Old 25 June 2024, 23:21   #46
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Ok, releasing a very early version in the zone, which is playable with some visual bugs. It runs very well on 68060/50 at 50 fps, but can be run on slower machines using whdload options (slow machine).

ATM on 68000 it looks pretty slow but still playable.

Game will crash on game over too... Only 2 lives too... But still can be played. No need to report bugs, I have a long list of them. If it's playable on slow machines I'd be glad to know.

This port was started about a year ago, with full Z80 source from Glenn Neidermeier and gfx from Mark, and was halted several times, but now it's drawing completion and it plays exactly like the arcade

Last edited by jotd; 25 June 2024 at 23:30.
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Old Yesterday, 00:48   #47
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Smile

Hi JOTD,

Many Thanks for Early Version.

You can find my GlowIcons

Pascal
Attached Thumbnails
Click image for larger version

Name:	GalaGa Namco.png
Views:	26
Size:	368.6 KB
ID:	82548  
Attached Files
File Type: zip GalagaGlowIcon.zip (10.3 KB, 11 views)
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Old Yesterday, 03:04   #48
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very good so far jotd, extremely playable. Well done
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Old Yesterday, 16:55   #49
zzbylu
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Very nice! Gameplay:
[ Show youtube player ]
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Old Yesterday, 17:40   #50
Don_Adan
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In demo mode, one bug is visible.
400 (red) points are not displayed on zzbylu video.
1600 and 800 points are displayed.
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Old Yesterday, 18:19   #51
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you're right, it's a problem!
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Old Yesterday, 23:00   #52
PascalDe73
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@JOTD

I think the game is not yet 68000 compatible but here is a first report to help.
Tested with my A500 ACA500Plus 68000 @28 Mhz with 7MB Fast Ram

Preload
Custom3=1 (Slow machine)
Attached Files
File Type: txt GalagaACA500PLUS68000.txt (2.8 KB, 15 views)
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Old Yesterday, 23:17   #53
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I have fixed this issue. New update soon. Thanks for the icon.
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