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#101 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#102 | |
Registered User
Join Date: Dec 2017
Location: Denmark
Posts: 179
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Quote:
chb talked about that some time ago in another thread: http://eab.abime.net/showpost.php?p=...6&postcount=35 |
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#103 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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I think the blitter flip would end up slower than the CPU to be honest.
As a frame might need copying from extra ram (slow/fast) to a chip ram buffer, you might as well flip it there and then with the CPU before writing it into the buffer. Otherwise you have to CPU copy, and then blitter flip the buffer afterwards. If we copy 4 planes (4 words in one movem.w), we can then flip, and also "or" the words together to make the mask too... all done as part of the copy sequence. If we use blitter interrupts to do a blit queue, then the blitter can be doing all it's work plotting while the CPU is working in the background with game logic, frame copying/flipping etc... |
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#104 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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So I want to move both of these threads out of "Amiga Scene".. I was thinking the Game Factory, but that doesn't quite fit. Then none of the coding forums quite fit. Any suggestions guys??
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#105 | |
CaptainM68K-SPS France
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Quote:
This is really what it is all about. |
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#106 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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move to -> Kinky Amiga Stuff
![]() but seriously, don't know where it will best fit perhaps a new forum/sub forum area is needed |
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#107 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Isn't this coding/asm?
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#108 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,699
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I guess "coders general" would be most accurate.
But why would you remove it from here? ![]() It's happening right now, the discussion is hot, the solutions are great, if that's not Amiga scene, then what it is? ![]() |
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#109 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#110 | |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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Quote:
Because it isn't really scene related is it? Maybe a released game, or a post on a forthcoming game, not the technical requirements and discussion on how to achieve that. It is much more suited in the coders sections.. I'll ask RCK to create another subforum there |
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#111 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Quote:
Every six months or so a mod should go into the forum and move the WIP projects to either completed or tombstoned so that it is not a huge admin overhead. For me the news section simply doesn't work, and I find the Projects forum far down in the list that people often miss updates. Just my opinion - shoot me down if you wish. |
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#112 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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Quote:
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#113 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Quote:
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#114 | |
Registered User
Join Date: Dec 2017
Location: Denmark
Posts: 179
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Quote:
Although, if it's stored in chipmem, could you not then store the gfx as 2-pass pre flipped/scrambled, and then do 2 pass blitter, to display normal image, and a 2 pass blitter to display the flipped image. so a 2 pass blitter operation, for either normal or flipped image?.(edit: of course as you will always need to flip at least one player, you would not save anything with this, 2 x 2pass for 2 players vs 1x4 pass for one player.) i'm currently exploring a way to get it down to 3 pass blitter for a flip. So with prescrambled gfx, it could be 1 blittter pass for normal image, and 2 pass for flipped image. even if the blitter is slower for this, you would save 128kb memory. |
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#115 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
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The fastest code is the one you never call, so i would avoid flipping at all at runtime
![]() If you have a good 'sprite builder' you don't have that much data. Having that data double should then perhaps work too. So for me the very first thing to do would be to explore how much data is really needed. If doubling is sufficent then one can do the flips for all images at start of the level. |
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#116 | |
Registered User
Join Date: Dec 2019
Location: Newcastle
Posts: 67
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Quote:
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#117 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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#118 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,598
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If the Famicom can do this Bootleg an Amiga OCS/ECS can definitely do it - even better; am pretty surprised of the quality of those, not top notch but better than the US Gold version for sure! [not sure on the AI though]
[ Show youtube player ] |
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#119 |
Registered User
Join Date: Sep 2020
Location: Italy
Posts: 84
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in the second version at the chun li stage the chicken seller should be censored...
street fighter IV on nes its really good |
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#120 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,598
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is 'choking the chicken' if you know what i mean :P
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