31 May 2016, 09:46 | #1001 |
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Sandruzzo: I noticed 8 versions of background in graphics folder hence i wrongly assumed you used them all. Sorry.
As for the bitplane interleaving, could you explain bit further how this works? Is it related somehow with amiga hardware specific characterstics of how the bitplanes are accessed??? Generally i suspect what you expect from me so i have assigned certain registers for doing the job. 5 bitplane foreground, 4 bitplane BOBs, Ryggar as BOB, 128px wide background made using hardware sprites 0-7 Bitplanes - colour register 00000 - 00 copperised sprite colour 0 00001 - 01 Foreground, 4colour BOBs 00010 - 02 Foreground 00011 - 03 Foreground, 4colour BOBs 00100 - 04 Foreground 00101 - 05 Foreground 00110 - 06 Foreground 00111 - 07 Foreground 01000 - 08 Foreground, 6colour BOBs 01001 - 09 Foreground, 6colour BOBs, 4colour BOBs 01010 - 10 Foreground, 8colour BOBs 01011 - 11 Foreground, 8colour BOBs, 4colour BOBs 01100 - 12 Foreground, 6colour BOBs 01101 - 13 Foreground, 6colour BOBs 01110 - 14 Foreground, 8colour BOBs 01111 - 15 Foreground, 8colour BOBs 10000 - 16 Foreground 10001 - 17 background sprite colour 1 10010 - 18 background sprite colour 2 10011 - 19 background sprite colour 3 10100 - 20 background sprite colour 1 10101 - 21 Foreground 10110 - 22 Foreground 10111 - 23 Foreground 11000 - 24 background sprite colour 2 11001 - 25 Foreground, 6colour BOBs 11010 - 26 Foreground, 8colour BOBs 11011 - 27 Foreground, 8colour BOBs 11100 - 28 background sprite colour 3 11101 - 29 Foreground, 6colour BOBs 11110 - 30 Foreground, 8colour BOBs 11111 - 31 Foreground, 8colour BOBs Could you check did i assigned them right? As you could see sprite background is intereferring with interleaving, but still something can be done. Also i was thinking. In case of BOBs it is the mask which actually decides which pixel will be put over which, so does it mean we can use all 8 colous+transparent (9 total) for BOBs??? |
31 May 2016, 12:01 | #1002 | |
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bitmap interleaved: word1 bitplane1, word2 bitplane 2, word3 bitplane 3, word4 bitplane4, word5 bitplane5 this kind of sequence will be repetead for each word until the end. With 2 huge bitmap, we'll have this: Bitmap 1 for odd planes: word 1 bitplane 1, word 2 bitplane 3, word 3 bitplane 5, end on to the end. Bitmap2 for even planes: word1 bitplane 2, word 2 bitplane 4, word 3 bitplane 6(if we use it) with this layout we have different options, and less cpu works. having even planes (1-3-5) used for rygar and bobs having odd planes (2-4-6[if we use it]) for bobs' we have to sacrifice color for bobs, but squeezing them into 8 colors +8 rygar colors, it's a lot of work, and I don't think we can have a good gfx quality. If we can do that we'll have only 2 blit for rygar and bob. One blit we'll be classic coockie-cut, and the onther only to make and hole into screen. We should do some calculation to see if this king of layout, with 6 planes will be really fast. |
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31 May 2016, 14:32 | #1003 | |
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With 5 bitplanes we would have 8+4 |
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01 June 2016, 06:59 | #1004 |
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I can even do one huge interleaved bitmap and have the whole 32 color available. My Idea was to try to use 6 planes, but maybe is too much
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02 June 2016, 09:36 | #1005 |
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@Trachu
Can you send me some pics about parallax sprite with the right color to change with copper? So i'll convert all that palettes and put them into rygar. We have some rygars' frames not well aligned. You can see it when it run, and when you fire its weapons when it's down right Rygar Exe updated. Now weapons' out its' better. It work only when rygar is stan still and down, working when it fly. Last edited by sandruzzo; 02 June 2016 at 14:47. |
02 June 2016, 20:32 | #1006 |
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Should I implement 2 fire button as Rygar Arcade?
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02 June 2016, 21:10 | #1007 |
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05 June 2016, 15:47 | #1008 |
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13 June 2016, 17:48 | #1009 |
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Working on a new joy routine, it'll take some time, after that i'll add bobs' on screen
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13 June 2016, 22:54 | #1010 |
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Sandruzzo:
I need to fix background a little to make it look better and then i will give you all copper details. You need to fix gameplay resolution. I have a question, If we use all 8 sprites for background, I was thinking we would need 16 repositioning copper commands, yet you seem to be using only 8, saving a lot of cycles, hows that possible? What would it change if we would use only 4 sprites for that? |
13 June 2016, 23:00 | #1011 | |
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13 June 2016, 23:20 | #1012 | |
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That is why i am asking for different techniques to find which one is the best. |
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14 June 2016, 02:41 | #1013 | |
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I was think an even bad idea: to have 8 sprites attached, and change sprites gfx instead sprites position. Maybe, with some precalculated copperlist, we can speed up all.. |
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14 June 2016, 02:53 | #1014 |
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ok, but if you change teh sprite position to the right, in the next line you need to revert their position back to the left side of the screen, dont you????
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14 June 2016, 02:57 | #1015 | |
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After 31 years we're still learning about Amiga HW! Maybe we can even allow ourselves 6 planes... |
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14 June 2016, 05:02 | #1016 | |
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It cannot possibly be quicker than the current method. The only reason you'd do such a thing is if you're out of memory and can't spare chip memory for the 8 sets of sprites. Just get the actual gameplay working and not worry about changing the parallax sprites every 5 minutes! |
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14 June 2016, 05:31 | #1017 | |
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Last edited by sandruzzo; 14 June 2016 at 08:32. |
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15 June 2016, 10:09 | #1018 | |
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Jim Power is using Dual Playfield mode, which limits the usable colours in main area to 7. They compensate this with extensive using of copper in other playfields. Here we have 5 bitplane game with large paralax - something which was never used before and you did it using less resources than i thought. If it prooves to be working it might be a good example how to make colourful platform games for A500 in XXI. So far i fit into 5 bitplanes so if we would have enough dma for 6th bitplane i will redraw all, but so far lets concentrate what we have now. Dual Playfield mode is very interesting one coz it allows to draw many depths of playfield, but maybe we can do better ;-) Could you write here your copperlist so we could examine what voodoo you have used. |
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15 June 2016, 10:12 | #1019 | |
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15 June 2016, 11:09 | #1020 | |
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In JIM power copper copied background sprites are using all available DMA in display area, something i find very ineffective. In Agony, static black and white plane requies blitter copying of entire bitplane every few frames - something also resource hungry. In Risky woods they have to use 4 bitplanes in order to use 4 bitplanes sprite paralax effect - also no DMA left in display area. So far our Ryggar DMA usage is very low and we have the superb graphics also. It would be even better if you would FINALLY fix display resolution ;-) As far as i can see we could also make from sprites front field on the down of the screen - something like they did in Jim Power. |
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