04 February 2023, 08:48 | #81 | |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,611
|
Very nice colors
Quote:
WinUAE by default in fast CPU modes "fix" these problems (and logs messages) because audio DMA wait problems are too common. chipset_hacks=8 in config file disables audio fixes. |
|
04 February 2023, 10:32 | #82 |
Registered User
Join Date: Feb 2014
Location: Warszawa / Polska
Posts: 1,875
|
Very impressive demo, I hope You will manage to finish it
|
04 February 2023, 11:46 | #83 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,458
|
Looks like 24-bit colors! very well done. I wonder why we didn't get those kind of colors in games back in the day (yes, we were told that HAM was only for pictures)
|
04 February 2023, 12:33 | #84 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,536
|
Quote:
And I'm not just talking about blitter objects that should be built exactly like the tiles in this demo, but also sprites that are restricted in movement if they want to be recolored (and amount per line limitations..). Instead this engine is PERFECT for such a game, but only for this genre, it's not a small condition. |
|
04 February 2023, 13:05 | #85 |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,591
|
|
04 February 2023, 13:21 | #86 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,536
|
|
04 February 2023, 13:38 | #87 |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,591
|
Okay, let's see what remz will create then
|
04 February 2023, 14:42 | #88 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
|
Quote:
|
|
04 February 2023, 19:43 | #89 |
Registered User
Join Date: May 2021
Location: Euerbach/Germany
Posts: 76
|
Wow, it looks very good. Great job.
|
05 February 2023, 05:13 | #90 | |
Registered User
Join Date: Oct 2021
Location: England
Posts: 1,334
|
Quote:
|
|
05 February 2023, 06:17 | #91 | |
Registered User
Join Date: Oct 2021
Location: boston
Posts: 40
|
Quote:
So I get that each of the 16*16 tiles are in HAM 6 bitplane (greyscale) and presumably blitted across the screen, and the tiles are arranged in such way to avoid fringing effects and there is some sort of shading trick depending on light source... But what I don't get is how there could be so many sprites (104 max) - some of them animated. I presume this is heart of the innovation of this engine. But there has to be another reason why other tile-based top-down OCS games (Gauntlet, Alien Breed etc) don't do this... For example, does this engine require that all the sprites (except the main character) have to stay stationary. If they are made to move then the whole thing falls apart? If so then it would limit the use case of this game engine. Thanks and would appreciate if anyone can clarify! |
|
05 February 2023, 09:10 | #92 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,807
|
Love this project.
Shows how innovative you can still get with the good old OCS hardware. I had a go at HAM mode a few years ago when I was still working deeply on Inviyya, but it never went anywhere unfortunately. Want to create a little game demo, but then other things happened and never went back to it. Happy though you pulled this off. Looks amazing! |
05 February 2023, 09:24 | #93 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,807
|
Quote:
Doing this in a dynamic copperlist that gets rendered each frame and where you have to do an y pos sort is quite CPU intensive if you want to have these many objects on screen. I am using only a lame bubble sort in my sprite multiplexer, but with that this gets exponentially more heavy in CPU load when you have more objects. There are sort methods that are much more efficient for this, though. But then, you still have to render that huge copperlist each frame. |
|
05 February 2023, 11:32 | #94 |
Registered User
Join Date: Feb 2020
Location: Germany
Posts: 196
|
A really very impressive technical demo. I'm already looking forward to the finished game. I would have one small comment though. Couldn't you display the font from top to bottom.
|
05 February 2023, 12:21 | #95 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,536
|
Quote:
Not that in the Amiga there are any limits in the use of sprites, as long as they are not more than 8 on the same video line, so if you limit their vertical movement and set a maximum per line... |
|
05 February 2023, 15:57 | #96 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,224
|
Re:sprites
HAM mode doesn't use all of the palette registers so the sprites have the second bank of color registers to themselves. The copper helps even more as a result. |
05 February 2023, 16:35 | #97 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
|
Quote:
As an example, one of my early iterations on this tech demo was displaying 340 sprites on the screen, with up to 48 colors each. See this screenshot: You can see it explained in great detail here in this video by Dutch Retro Guy where the copper is 'racing the beam' horizontally to render a fullscreen layer of sprites: [ Show youtube player ] |
|
05 February 2023, 17:40 | #98 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,224
|
Re:horizontal sprite mux
To multiplex sprites horizontally takes so much bandwidth that there's nothing left for the CPU unless there's real fast RAM or no blitter usage. That's one of the reasons BitBeamCannon used the effect so sparingly on Metro Siege and limited the display to 4 bitplanes. |
05 February 2023, 18:42 | #99 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,536
|
Quote:
But I deliberately avoided mentioning the possibility of using horizontally multiplexed sprites (and I very well know how to use them ). I simply didn't want a general user to think that miraculous things can be done with your engine. It's already as good as it is and for what it has to do it's excellent, let's not exaggerate. The limitations with horizontal multiplexing are too many to use extensively in a game for objects with freedom of movement (background or some overlay panel are not a problem and are used in many games). And in fact you didn't rightly use it in the demo you posted. The screenshot with the screen full of sprites is nice but nothing more |
|
05 February 2023, 18:48 | #100 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
|
Quote:
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Menace - HD Tech Demo - Vampire Remake | invent | Amiga scene | 45 | 01 August 2022 18:22 |
Turrican MSX WIP 4 (video and playable tech demo) | thegeps | Retrogaming General Discussion | 2 | 03 February 2022 02:42 |
Mispronounced game/game company/tech stuff names | lilalurl | Nostalgia & memories | 50 | 12 January 2021 00:28 |
SVLCVSS Side Track Test Run Tech Demo | Cobe | project.Amiga Game Factory | 19 | 10 September 2019 21:38 |
LN2 tech demo | gimbal | project.Amiga Game Factory | 63 | 02 October 2008 20:22 |
|
|