01 June 2020, 00:18 | #101 |
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Game was mentioned on an Amiga channel which is broadcasting live right now!
[ Show youtube player ] Tiny Galaga mentioned around 1:07 or so... |
01 June 2020, 13:15 | #102 | |
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Quote:
I compiled the game for 68000, so no instructions from later CPUs are used. |
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01 June 2020, 13:16 | #103 |
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01 June 2020, 18:45 | #104 |
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@pink^abyss
Adding P=Pause and native screen initialization (it freezes when starting from a Picasso RTG Workbench. Have to switch to native mode before launch)? |
01 June 2020, 23:06 | #105 |
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Just an idea, include an option with different color schemes Gameboy (green), CGA etc.
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02 June 2020, 16:00 | #106 |
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02 June 2020, 21:57 | #107 |
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Played - excellent and really well done. Plays really smoothly and is very enjoyable. No sprites is impressive too!
I may be being stupid but it looks like at least 3 colours to me - white, black and grey? Surely this is 2 bitplanes? |
03 June 2020, 08:15 | #108 |
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Maybe around 30 objects including bullets, I guess this is easy for the blitter and given that it's only using 4 colors, and small size of objects.
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03 June 2020, 09:13 | #109 |
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2 bitplanes = 3 colours plus background...
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03 June 2020, 10:24 | #110 |
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I get that but Pinky says that it is only 1 bitplane in his initial post so I wondered if there was something clever going on?
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03 June 2020, 10:27 | #111 |
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03 June 2020, 11:00 | #112 | |
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Quote:
Very nice effect. Would he only use a single buffer for that? And just offset the second bitplane pointer? |
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03 June 2020, 11:08 | #113 |
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Yep.
Code:
00030d80: 0100 2200 ; BPLCON0 := 0x2200 00030d94: 00e0 0003 ; BPL1PTH := 0x0003 00030d98: 00e2 8d72 ; BPL1PTL := 0x8d72 00030d9c: 00e4 0003 ; BPL2PTH := 0x0003 00030da0: 00e6 8d42 ; BPL2PTL := 0x8d42 |
03 June 2020, 13:53 | #114 |
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Great stuff. I love its smoothness and that shadow. =)
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03 June 2020, 14:18 | #115 |
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You also need to set a horizontal shift (so the odd and even bplanes are not only vertically far):
Code:
0102 0020 ; BPLCON1 := 0x0020 |
03 June 2020, 18:50 | #116 |
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I've finally been able to put a bit more than 5 minutes into this and I am even more impressed now than I was before. Not only is the executable tiny, but the game is really, really good. It's super smooth, the art style works and it plays like a dream.
Excellent stuff |
03 June 2020, 19:58 | #117 | |
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Thanks a lot. There are some rough edges here and there but overall i'm satisfied how it plays. |
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03 June 2020, 20:11 | #118 | |
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The maximum you can see in one frame is 64 pixel stars with different speeds 32 enemies 8 enemy shots4 player shots 2 player ships 1 bonus pod The whole screen is 'cleared' with the blitter by copying the hud onto the screen without mask. Then all bobs are blitted with mask and then all stars are plotted with the cpu. Collision detection is done with Morton codes for broadphase culling and then simple aabb overlap checks. If i remember correctly then the blitter used around 30% of available dma cycles. Most blitter time was spend for copy clearing. The music/sfx replayer (PreTracker) takes around 35 rasterlines. The fx are programmed and not just samples. |
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03 June 2020, 20:12 | #119 |
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03 June 2020, 21:44 | #120 | |
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Quote:
At present I have to launch the game from degraders like "C:JST EXECUTE ays-galaga" which opens a PAL screen right before the exe is launched... Last edited by hexaae; 03 June 2020 at 21:54. |
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