10 February 2021, 20:42 | #81 | |
Zone Friend
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It's quite amazing the results you can get out of with a well chosen 16 colour palette. |
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10 February 2021, 20:43 | #82 | |
Lemon. / Core Design
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Maybe to split them into 16x16 tiles (thus removing duplicate tiles from frames that share them) I have to look into whether I can flip them real time, and whether I can calculate the mask realtime, for the character that needs masking. |
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11 February 2021, 00:31 | #83 | ||||||
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@Steril (1): I didn't actually 'choose' the number, it's simply 3 times the number of bytes you need to update per frame to keep up with an 11KHz sample rate @Steril (2): I implemented this alongside PHX's protracker player. Had to change it ever so slightly to remove any writes/interrupts for AUD3, but that wasn't too much trouble. |
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11 February 2021, 01:16 | #84 | |
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11 February 2021, 01:54 | #85 |
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Thanks! And yes indeed, I do believe quite strongly that on the Amiga especially you need to pick your solutions based on what fits. The architecture is very flexible, but still limited.
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11 February 2021, 02:43 | #86 |
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Exactly, its all about compromises and tuning those for the best possible outcome, we wouldnt have the awesone soundtrack in Turrican 2 title screen or the fantastic visual effects/colours in Lionheart without compromises.
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11 February 2021, 06:29 | #87 |
Inviyya Dude!
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@Roondar: Would love to have a go at your new improved mixer. Could you send me this as a zip? LHA is a pain in the ass for me since I do cross dev.
Wish I had known about this earlier, but will surely use this in my next game. |
11 February 2021, 06:58 | #88 |
J.M.D - Bedroom Musician
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IzArc on windows seems to handle lha and lzh properly [whoops forgot you are on Mac]
Last edited by saimon69; 11 February 2021 at 07:18. |
11 February 2021, 08:59 | #90 |
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Or simply unlha the file in the emu.Mostly the HD or directory is mounted as drive hd0
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11 February 2021, 10:05 | #91 | |
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I'll be putting it on my website as well, as you made me realize that a zip file version is quite useful regardless of platform for those of us who primarily use cross-development |
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11 February 2021, 14:55 | #92 | |
Inviyya Dude!
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I would need to transfer it to my real 1200, un-lha it there and transfer it back to my mac otherwise.. LOL. I use my emu just for testing out asm code. |
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11 February 2021, 17:30 | #93 |
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11 February 2021, 18:51 | #94 | |
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-Use non interleaved gfx for one the characters to need only a single mask -Use adjustable Y height when splitting. There will be a sweet spot between minimum height and blitter setup time (i would assume >=6 pixel height is a win). -For optimum width one can search for min/max within height spans and divide by 16 for simplicity Choosing the optimum height and width is not as simple as it sounds. A dumb but near perfect alogrithm could do 'random' splits. After a 100k iterations you should have pretty good result. I think one can reduce the save gfx amount by a further 50% compared to regular 16:16 grid cutting. |
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12 February 2021, 15:21 | #95 |
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I think my last ideas can be simplified:
It should be already sufficent to split the gfx into horizontal stripes with a multiple width of 16 and a fixed height of 16 pixel (for simplicity). This should already save 50% of the original frame size. To get this down to 25% of the original size one could pack these stripes with LZ4 and unpack them on the fly (this will be around 1kb - 2kb for each character image). As you have 5-6 stripes for each character you can balance how many stripes you are able to unpack each frame. This may introduce 1-2 frames latency tho i don't think anyone will notice if you don't tell |
12 February 2021, 16:56 | #96 |
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If you pack the frames with LZ4 and the animations only play at max half the screen update frame rate you could only unpack one at a time, alternating between the characters.
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12 February 2021, 19:11 | #97 |
Phone Homer
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this will save room on disk but will still have to be unpacked into memory, if you start putting several 16x16 bobs on screen this is going to be alot slower than one large bob.
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12 February 2021, 19:14 | #98 |
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One could store the first frame of every move uncompressed to hide that latency (the animation speed is probably way less than 50 fps, more like every 3rd frame or so).
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12 February 2021, 21:22 | #99 |
J.M.D - Bedroom Musician
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Will surely complicate rendering, but what about keeping limbs divided? Could help with storage?
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12 February 2021, 22:18 | #100 |
Inviyya Dude!
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I thought with 3BPL we can get a whole sheet into RAM?
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