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#161 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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My theory goes that by the time you reach this level, you will have accumulated enough to push through. The saved game was totally legit (not just equipping whatever I wanted).
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#162 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Another idea I'm contemplating is that each level should have all the weapons you'd reasonably expect to have by the time you reach it, in increasingly easy to access locations. For example, in level A, I hide the shotgun weakly and his the assault rifle a bit better. In level B, the shotgun is just in the corridor waiting to be found and the assault rifle is visible to the player. Level C adds the plasma gun without any challenge (the level is on my replace hitlist anyway).
So for level F, the shotgun may as well be just immediately at the start. The plasma and assault rifles are easy to locate. The minigun is only barely hidden, as is the rocket launcher. This way, if you progress to a level, just, but missed something, it you don't have to necessarily grind through again to get something you probably should've found by then. |
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#163 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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Quote:
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#164 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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I have a thought about difficulty but it doesn't involve changing the engine. Instead, use some assign add trickery and a startup script that chooses the difficulty and you assign add dirs that contain difficulty tuned versions of the main link file. Maybe even the levels themselves with versions that change layouts slightly. It's a one off selection though. You have to exit the game and go back in again
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#165 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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@Karlos
brain fart https://github.com/mheyer32/alienbre...ficulty_select uses an unused byte of the built in prefsfile to select a different directory for the levels. ab3:levele = easy ab3:levels = standard ab3:levelh = hard |
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#166 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Quote:
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#167 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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#168 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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#169 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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I remember Prefsname and Prefshandle were there in the code but not used, seems they were culled at some point.
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#170 |
Registered User
Join Date: Jul 2017
Location: San Jose
Posts: 679
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The prefsname/prefshandle stuff has been in there from the start, but to my knowledge there was no code in there ever reading or writing the prefs file. I think we can expand on that without breaking backwards compatibility.
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#171 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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The level F rework is now merged back into master, along with some general bugfixes (no ammo for bounce laser, now part of the plasma cell pickup).
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#172 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Quote:
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#173 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,023
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#174 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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This would work, but it only solves level loading. I had planned to change the game link file too to alter stats for aliens, pickups etc.
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#175 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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Here is the latest version from Github being played on A1200 with pistorm32lite and rPI4 clocked at 2.2Ghz (around 2300 MIPS
![]() [ Show youtube player ] (HD version still being processed) 720p in 50fps ... Bottleneck seems to be chip speed, I get steady 31 FPS with full window size and all details, but if I press ENTER on num keyboard to make the window smaller I get strady 50 FPS : ![]() Last edited by tomcat666; 29 January 2023 at 19:01. |
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#176 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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That's interesting. It suggest something like 2.5MB/s write speed (320*256*31 = 2539520). Have you got any memory bandwidth tests that might confirm this?
I'm guessing you never found the shotgun that time... |
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#177 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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Here is the result of the bustest CHIP on my pistorm32lite:
![]() I guess it is 2.3 Mbytes/s for write.w that is relevant here ? Does ab3d2 do word or byte writes, since the test doesn't do byte ones at all. |
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#178 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,926
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Actually it should do long writes. Definitely no byte writes.
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#179 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,506
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Indeed. The C2P is all long. The chip ram write speed even for long seems a bit on the low side there. I'm sure it's more like 7MB/s on my 040 system.
Last edited by Karlos; 30 January 2023 at 08:43. |
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#180 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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Yes, it is not perfect (yet) - this is one thing the developers will try to improve in the future for pistorm32. But 4.7Mb/s should give more than 31 fps (theoretically) when doing Long writes. The frame buffer for the reads is in the Fast mem though, right (thats the only thing that would make it half the speed really)?
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