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#721 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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If that is true and the Megadrive screen is maximum of 512x512 and thats a big if! the screen probably wraps straight round without any tricks alot easier than on the Amiga.
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#722 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,856
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@Gilbert
I don't think sotb3 has less colours than the first tho |
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#723 | ||||||||||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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No, I'm trying to point out that your generalisation about what was and was not possible or seen on the machine is an exaggeration. That is all.
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As for programming sprites on the Amiga, they're actually easier to use than bobs. Again, I'm not trying to say the Amiga is generally better at pushing sprites. I'm saying the notion you have to resort to complicated tricks and optimising every cycle to get a reasonable number of objects on screen is wrong (though this will, naturally, depend on what you find a reasonable number). Quote:
As for Shadow of the Beast, I'm puzzled here a bit. SOTB 2 did feature a different look and toned down the parallax, but SOTB 3 actually is very similar to SOTB 1 in terms of tricks, palette swaps, etc. It's actually a bit more interesting from a technical perspective because they keep the parallax on the floor while still allowing you to move up or down, which means they had to to some extra Copper trickery. *) I get back to this at the end of the post Quote:
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Well, the first examples of multi-directional scrolling games on the Amiga are from 1987. That is not years after the Amiga's release and by good fortune just so happens to coincide neatly with the launch year of the first Amiga that was actually aimed at gamers (the A500). As for the second point: there are two ways to do (multi-directional) scrolling. The first is indeed somewhat complicated and perhaps it took people longer to figure it out than I thought. The second method however, is much simpler and was already used in consoles (and on the Atari 8-bit). Claiming that coders couldn't cope with something they were already doing in a different form just doesn't feel correct. Case in point: I once coded a full screen scroll on the C64 for a long abandoned project. I found it way easier to get one working on the Amiga, though perhaps I just got more skilled at writing assembly in between - that is certainly possible. Quote:
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I'm trying to show that there are other reasons than it being super complicated that there were few of those games about. I'll admit I've not done this in the clearest of ways, but here goes. The point is that in the mid 1980s, most games did not use multi-directional scrolling (on any platform). When these games got more and more popular, we also started seeing them on the Amiga. This did not take years and years. The second issue here is that games on the Amiga were initially often ports from lesser systems and/or done in a rush by companies that just wanted something out of the door yesterday. It took a while for dedicated individuals such as David Jones to appear. Quote:
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I pointed out that there are a whole bunch of 50Hz games on the Amiga that do this and proceeded to give three examples that show the system is actually surprisingly capable when you do put in more effort. That I only gave three examples does not mean they're the only ones. The fact there are a fairly large number of these games about rather proves that it's clearly not as hard as some think. The thing that makes discussing this interesting is the large number of 25Hz games on the Amiga. In my opinion, some people mistakenly believe that all/most of the games that run at this speed do so because the system was simply incapable of better or too hard to program for. I don't agree with that, so here's what I think. On consoles, dropping the frame rate generally doesn't give you any real benefits. You may have more time to do game logic, but you're not going to be able to suddenly show twice the sprites. On the Amiga however, dropping the frame rate directly increases the number and size of objects you can show. This means that developers were actually 'rewarded' for lowering the frame rate. Couple this with the home computer market were most systems struggled to do 50Hz games to begin with, a market where Amiga owners were (at least initially) fine with buying games that ran at 25Hz and the marketing appeal of screenshots that looked really busy and it becomes easy to see why it's such a seductive choice to make. As a bonus, it also means you can be much less efficient in how you write your code. Add to that the slew of early ST ports and stuff from Tiertex etc and you end up with the impression the system can't do much better. But that's mostly false: there are enough examples to the contrary to show the Amiga can in fact do it just fine. Examples like Menace, which was essentially coded by a (at that point) teenager who wanted to create something really nice. To me examples like Dave Jones show it clearly was doable for someone with fairly small resources (which is in no way a dig at him, I have great respect for him and the way he released the source code for others to see). |
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#724 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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https://segaretro.org/Sega_Mega_Drive/Scrolling Maximum square size is 512x512, you can scroll up to 1024 pixels (but only if the nametable/plane window is that big). If you want to scroll more than fits in a plane it's up to you as programmer to stream in the new tiles. Wrapping on Sega/Amiga is comparable. On one you reset the bitplane pointers, on the other you reset the plane scroll value. Both require you to set up new data if you want to see something new. What I said is true. I'm not in this to lie, rather the opposite. |
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#725 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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Ok the screen probably wraps around horizontal and vertically no need to do anything else no need to move your sprites very simple to scroll endlessly.
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#726 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Updating bobs/sprites on a scrolling game in the Amiga is not hard. Sprites are independent of the screen so you don't need to know where the screen is and all you do for bobs is add a single static value to the destination address. This value is needed anyway so it's no big deal. |
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#727 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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it is a big deal, the endless scrolling will be a lot easier than the Amiga no corkscrew and all this and a lot easier for vertical scrolling plus I bet Sega developers got a sample of this code.
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#728 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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The corkscrew thing on Amiga is something that always baffled me. Did they design it this way, or was it a limitation of the hardware? Why the bitmap shitfs 1 pixel when it wraps? If it didn't do that it would be a lot easier to do everything.
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#729 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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At a guess when Amiga Hardware scrolling was used and not just an ST port they used the method where you draw tiles in front and behind to create a clone of the screen then scroll again etc.
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#730 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Calling the requirement to add a single value to bob offsets a big deal genuinely baffles me. Quote:
This is conceptually very similar to the MD, the only difference is that the MD uses a fine scroll register and the Amiga uses a fine scroll register plus bitplane pointers. |
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#731 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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You're essentially scrolling through memory. To scroll horizontally after using the hardware scroll, you add 2 to the bitplane pointers, so at some point, the pointers will be at the next horizontal line to be displayed. Theres no internal hardware counter that resets back to the start of the line you're on. |
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#732 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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512 isn't even enough for 2 whole horizontal screens, I'm sorry but your blind faith and having to defend everything about the Amiga with walls and walls of text I just dont belive you to be a reliable source.Sorry
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#733 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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and this is how console scrolling is done not like on the Amiga The End
https://wiki.nesdev.com/w/index.php/PPU_scrolling |
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#734 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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As for 'blind faith'... I've repeatedly and consistently agreed with actual flaws and problems with the A1200 and the Amiga in general. I changed my mind several times when presented with credible facts more than once. In fact, on this very page I've agreed that the A1200/Amiga was limited in sprite capabilities compared to the consoles at least twice. But sure, go on pretending I show 'blind faith'. Frankly, I simply don't care if you think I'm reliable or not. It won't change the truth value of my claims, which are easy enough to check. I even provided you with my source. Quote:
That link shows something very similar in concept to the Amiga's corkscrew method. Seriously. The main differences (apart from register use) is how you change the part of the window you show and how it's organised in memory. If you understand how to make that work, you'll understand how to make corkscrew work. Last edited by roondar; 17 August 2019 at 19:35. |
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#735 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,812
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That is basically the very similar to the corkscrew but not moving down one tile and I bet that works vertically on the Mega Drive as well.
again to be honest this is just crazy and I don't care. |
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#736 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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I seriously don't get the problem here ![]() Last edited by roondar; 17 August 2019 at 19:48. Reason: Hopefully this is clear yet short. |
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#737 | |
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Join Date: May 2013
Location: Grimstad / Norway
Posts: 852
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Or rather, I'm guessing they expected you to brute-force stuff with the blitter for screen updates. Remember how the design goal was for 15fps cartoon like. And the thing is, they were half-way there: The modulo registers and ddfstop could have been duplicated so you got a new ddfwrap register where the new wrap0 and wrap1 registers were added to the bitplane pointers. Just doing exactly the same thing the modulo does already. But hey, you can at least use the copper to do it yourself with AGA! |
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#738 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Last edited by roondar; 17 August 2019 at 20:08. |
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#739 | ||
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Is it having a 2 screens large bitmap for the scrolling playfield and when you reach its edge you copy that half of the bitmap to the other half and move it back to the beginning? (EDIT: Now I read the thread more properly and saw what you're talking about, sorry!) Looking at Blitz Basic documentation it looks like that's how they want to me to do scrolling, but not only it wastes a lot of memory, I really don't think copying a whole screen would be fast enough. I *did* manage to achive proper horizontal scroll on Amiga with Blitz though, thanks to help from this very forum and the called corkscrew technique: [ Show youtube player ] I just never did anything with that engine, heh. Maybe someday I'll go back to it and do a "KUNG-FU MASTER INSIDE CAVES" game or something ![]() But no need to use 2 windows, I just have 2 vertical columns more than the total screen width and blit the tiles as the screen moves. It was pretty fast considering the game would never scroll faster than what's shown in the video ![]() Quote:
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#740 | ||
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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But yeah, it does use a lot of memory compared to corkscrew. It was used in plenty of games though as it's a bit easier to intuitively understand how the bitmap is layed out in memory (ironically actually programming both is fairly similar if done in Assembly). An example game that uses this method is Menace (it even had that whole tutorial plus source code in Amiga Format). Quote:
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