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Old 03 February 2023, 15:25   #61
remz
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@remz
In this video at 0:58 the torch's position is not equals with the lightest point, seems the light setting is not properly functioning. Other ones are looking ok.
You are absolutely correct and have a keen eye, sir.
For this quick-and-dirty tech-demo map, I didn't place a lightsource exactly lining-up with torches, so this is normal.
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Old 03 February 2023, 15:25   #62
TCD
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Look Amazing and How many Colours on Screen? 256?
A few more

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Originally Posted by remz View Post
- Sprites are being recolored by the copper: 12 colors per scanline to be precise. This means a theoretical limit of 2880 colors could be displayed just for the sprites. With the current sprite sheet I used, the sprites are using 265 colors.
- The background tiles are in HAM, which means up to the full palette of 4096 colors, and arranged in such a way show fringeless horizontally scrolling

In the screenshot shown here, there are 1458 colors displayed on the screen and it scrolls at full framerate on any Amiga model.
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Old 03 February 2023, 15:27   #63
remz
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Look Amazing and How many Colours on Screen? 256?
A tad more than that actually
The sprites alone have 265 colors, and the background tiles are using HAM mode. On a single screen, there can be over 1400 colors displayed simultaneously.
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Old 03 February 2023, 15:53   #64
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Cool

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Originally Posted by remz View Post
A tad more than that actually
The sprites alone have 265 colors, and the background tiles are using HAM mode. On a single screen, there can be over 1400 colors displayed simultaneously.
WOW!

Impressive
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Old 03 February 2023, 16:46   #65
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@remz
Just wow man! This is a breathtaking, outstanding achievement you've managed to pull-off there!
Absolutely brilliant!!!

I'd really like to know what's next. Are these your gfx or some placeholders? What about game design? Do you have any idea on the genre or gameplay in general?
From the hud layout and general looks, this gives me strong roguelike vibes basically. Also reminds me a bit of 'Worthy' (with the blobs, swords, floor spikes and block based-level design style).
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Old 03 February 2023, 17:16   #66
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Just wow man! This is a breathtaking, outstanding achievement you've managed to pull-off there!
Absolutely brilliant!!!

I'd really like to know what's next. Are these your gfx or some placeholders? What about game design? Do you have any idea on the genre or gameplay in general?
From the hud layout and general looks, this gives me strong roguelike vibes basically. Also reminds me a bit of 'Worthy' (with the blobs, swords, floor spikes and block based-level design style).
That is a great coincidence you mention this, as I was watching a review of Worthy yesterday night and I thought the same thing! It looks really good and polished, I am definitely willing to buy it for my cd32.

The tileset and graphics I am using come from this package: https://secrethideout.itch.io/rogue-...-tileset-16x16
It definitely has a 'rogue-like' look and feel.
The game design is not done at this stage, but I was aiming at a sort of sokoban/puzzle type of game, with keys to unlock doors, levers and buttons to disarm traps, urns that you can push, sword, potion, armor and trinkets for passing obstacles like enemies. And perhaps some notion of dynamic lighting, like needing to light up a torch prior to entering a dark area.
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Old 03 February 2023, 17:27   #67
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Very cool stuff. Love the use of HAM mode, really quite cleverly done.
Looking forward to the full game already
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Old 03 February 2023, 18:20   #68
Rock'n Roll
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I love such games! And it looks on the first view not like Amiga for me, because it has so much colors and shades!
Very impressive technical datas!
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Old 03 February 2023, 19:39   #69
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This demo is incredible well done. I'd love to see the source code and use it for some experiments of my own. I just started to develop something similar, but for AGA, HAM8 and your code would surely save me a ton of work.
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Old 03 February 2023, 19:52   #70
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Love it. So smooth and colourful.
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Old 03 February 2023, 19:53   #71
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It seems you have solved the problem of painting in/converting to HAM for the background! The gfx look very good.

Level editing might incur some limitations if they extend far horizontally, but even this can be managed to an extent with dynamic horizontal timing; the problem is scrolling left.

And then you need enemies (or friends, now there's a new idea! ) and maybe projectiles or effects.

My best recommendation is to try to keep everything that moves across tiles in sprites to avoid fringing. It's possible of course to use bobs if you run out of sprite channels, but this is quite costly on any Amiga due to the fixed bandwidth of chipmem vs. bitplane DMA.

Another challenge is fitting enough graphics for a level in chipmem - in HAM, you can't remove bitplanes easily if clear, it will reduce color depth.
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Old 03 February 2023, 20:10   #72
gilead
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I wouldn't say that a 1MB chip ram requirement is too much for a real game. Expecting only 512KB is already a very strong limitation.

Last edited by gilead; 03 February 2023 at 20:17.
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Old 03 February 2023, 20:26   #73
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Wow this is so awesome. Great job, looking forward to play games using this engine.
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Old 03 February 2023, 20:31   #74
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Thumbs up

amazing good ol Ham rocks
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Old 03 February 2023, 21:23   #75
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Damn! About 1150 unique colours! :O
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Old 03 February 2023, 21:26   #76
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How is this possible Great job!
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Old 03 February 2023, 23:45   #77
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Looks amazing and looks super on a CRT
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Old 04 February 2023, 03:34   #78
Samurai_Crow
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How is this possible Great job!
My guess: the leftmost pixel of every tile is a base pair palette register value so the colors never fringe more than a 16 pixel width. The 3-color HUD on the left side of the screen is a sprite with no transparent pixels and covers up the fringes. The main character is also a sprite but doesn't use the 3 colors used by the HUD sprite, limiting the sprite pair to 12 foreground colors.
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Old 04 February 2023, 05:14   #79
remz
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My guess: the leftmost pixel of every tile is a base pair palette register value so the colors never fringe more than a 16 pixel width. The 3-color HUD on the left side of the screen is a sprite with no transparent pixels and covers up the fringes. The main character is also a sprite but doesn't use the 3 colors used by the HUD sprite, limiting the sprite pair to 12 foreground colors.
Correct! The trick to the HAM tiles is that the leftmost pixel is always using a base color (palette 0 to 15), and yes, the 'status bar' sprite is used to hide the leftmost 16 pixels to cover the HAM fringe that occurs during horizontal scrolling.
The main character is a sprite, as well as all the objects (urn, torch, coin, blob, etc.).
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Old 04 February 2023, 05:16   #80
remz
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After testing your V2 version I can confirm that my "sprite recoloring" bug is gone! Good work!

There is no problem with an A3000/060 when booting the disk. But when starting the game from Workbench, which means data caches and MMU are enabled, I see the same system crash which other 060-owners already reported. It occurs during loading.

There must be some bug, like self-modifying code. I can also confirm that it works from Workbench, when you disable data caches (
cpu nodatacache
) before running it.
Thanks to you and others that reported this issue, I've found the bug:
In my initialization code, there was a part to get the VBR hardware vector which attempted to execute code that was located in data. This will be fixed in the next version I'll upload.
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