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#1901 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
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#1902 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
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I vote for Salamander.
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#1903 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,357
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I vote for Sandruzzo completing Rygar. One game is better than zero.
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#1904 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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#1905 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,598
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#1906 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1907 |
CaptainM68K-SPS France
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Ok i will then prepare carefully the shinobi arcade assets
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#1908 |
Registered User
Join Date: Jul 2005
Location: -
Posts: 1,698
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#1909 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
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#1910 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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I'd be more persuaded to work on a new game that Galahad/FLT suggested in the scene thread "Barnsley Badger" recently, as much as I do remember seeing Rastan advertised in an Amiga magazine. Converting C64 games would be just as much fun as arcade.
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#1911 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1912 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Since I have to wait for Gfx, I would like to test if we can have an IK++ games, on A1200
at 640*400 256 colors with 3 sprites 64 px 16 colors used for players, going on at 50 hz. Someone have some gfx to use as test? |
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#1913 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
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What mode will get 640x400 8bpl without interlace, or are you thinking 480i?
That game uses lots of tricks to create the display, could be a really interesting project to update! |
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#1914 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1915 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Speaking About Optimization, since I use triple buffer, I'm thinking about changing tiles routine.
Now I usee to blit 3 times same tile, into different buffer. I can blit only one tile, and when Colum be ready, I can do 2 other huge blit, into the others 2 buffer. With this way, I can spare a Lot of cpu cicles.. |
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#1916 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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Quote:
The two huge column blit is surely faster. But how about 'equal' distribution of blitter time through the frame? With this approach every 16 scroll/pixels you have an increase in blitter usage.. Cheers, ross |
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#1917 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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At the end, we have the same amount of moved data, and since we have to handle the worse scenario, this would be the case
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#1918 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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Quote:
(I've not checkd your code so I suppose that the columns is 'constructed' in HIGH/x_SCROLL_PIXELS(x3) times) With this method every 16 scrolled pixels you are EVER in the worst scenario ![]() And prone to some (avoidable) sporadic slow downs (versus a fast game in normal situation). But some tests is due. Ciao! ross PS: your work is remarkable |
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#1919 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1920 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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Hi Sandruzzo
It seems KEvin is doing the great job with EHB. I unfortunatelly dont have enough time but i helped him with whatever i could. I Wonder about one thing. We are limited to 128px wide background due to OCS limits. Could we have 256px wide sprites on AGA? Maybe with more colours? This would be nice enhancement for AGA, without doing too much additional work. |
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Thread | Thread Starter | Forum | Replies | Last Post |
rygar? | Prosonic | support.Games | 7 | 09 June 2013 14:18 |
two more that borrow heavily from Rygar & Black Tiger | NfernalNfluence | Nostalgia & memories | 5 | 30 September 2012 18:57 |
SCIENCE 451-RYGAR: same disks | mrodfr | project.TOSEC (amiga only) | 0 | 26 December 2006 15:38 |
Wordworth conversion | vertigo | support.Apps | 5 | 09 December 2003 14:46 |
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