08 March 2010, 13:06 | #1 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
Psycheual
Hello
This thread is about full version of shareware game Psycheual. On the basis of source code from author of game I will make full version of this game + improvements. Any comments, ideas, improvements, found possible bugs are welcome. Backgrounds: Original source code contains only core of game and following this were missing: - comments in core source ( obvious ) - all binary data ( gfx, music, sfx, levels ) - two source codes ( music player, sub game invaders ) |
08 March 2010, 13:13 | #2 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,037
|
Sorry, couldn't resist Keep it up Asman |
08 March 2010, 13:29 | #3 |
Still an Amiga user
Join Date: Nov 2006
Location: Kent
Age: 55
Posts: 2,715
|
Asman - I thank you for your dedication
|
08 March 2010, 20:45 | #4 |
Zone Friend
Join Date: Apr 2005
Location: Leipzig/Germany
Age: 50
Posts: 459
|
Great News!!!
Would be fun to play the finished game. Good luck!!! |
08 March 2010, 21:02 | #5 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
Very first full version of psycheual in the zone ( early alpha ). Enjoy. There is no warranty any kind.
Screen shots. First one is from sub game invaders. Second from terminal, Third after destruction sequence. Cheers. EDIT: I've no idea but on WinUae there is fire when player shoots but on my a1200 030 there is no fire. Time to fix this EDIT2: After problem with uploading should be in the zone now. Last edited by Asman; 08 March 2010 at 22:02. |
09 March 2010, 13:36 | #6 |
Still an Amiga user
Join Date: Nov 2006
Location: Kent
Age: 55
Posts: 2,715
|
Played this via WinUAE this morning and it is looking great - I am looking forward to a day when I can put the full version into a real Amiga!!
I wish I had some talent at coding rather than just a trigger finger! |
09 March 2010, 20:28 | #7 |
Zone Friend
Join Date: Apr 2005
Location: Leipzig/Germany
Age: 50
Posts: 459
|
I tried out the version from The Zone and died in Level 2. Is the highscore saved? How can I exit the game back to AmigaOS?
|
09 March 2010, 22:19 | #8 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
I don't have good news yet if you want to play on real Amiga. I played on my a1200 blizIV 030/50 32mb and there are glitches/artefacts on sprites. Because as I discovered few minutes ago author of game write sprite pointers into the copperlist and then ( very quickly ) set position/control in sprite data. The best way ( as I know ) to fix this shitty situation is to make second copperlist and swap them for every frame ( but this need much more effort ). Author approach with sprites was good on ECS machines ( i think! ).
|
09 March 2010, 22:34 | #9 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
As I know aliens are stronger on next levels, but you can find better weapon on next levels . Furthermore in demo version there is no few samples ( four: autogun, elcgun, clank, shot ) and I use some random sfx weapons like ( autogun - zwip, elcgun - laser, clank - clang, shot - machinegun ). I will try to find later more accurate samples. Now you know why you hear laser sfx when shooting end
Will be. Furthermore I can make WHDLoad slave for this game with highscore save support There is one posibility. You can do this only when you're playing. Just press right mouse button. For sure I will add keyboard support ( cd32 pad probably too ). There is more things which I want to do. |
09 March 2010, 22:53 | #10 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,865
|
Quote:
This is not needed for simple sprites. Care to share the source so I can have a look? |
|
09 March 2010, 23:10 | #11 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
|
10 March 2010, 12:42 | #12 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
@StingRay
I forget mentioned that hero in game is made from 4 sprites ( 32pixel wide 16colors attached 2 sprites ). I hope you will understand my silly explanation |
10 March 2010, 13:05 | #13 | |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,574
|
Quote:
This works fine as long as you do not modify sprite data when sprite DMA reads them. Sprite DMA engine fetches first sprite words when vertical position is 25 (PAL) or 20 (NTSC). Lots of time to update. Nothing to do with when/if sprite pointers are updated. |
|
11 March 2010, 09:48 | #14 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
@StingRay
Sorry I didn't make sources yesterday, coz other things eat all my free time. @Toni Thank you for answer. But if I understand correctly that I can do something like: wait for vertical beam, set sprite pointer in copperlist and set sprite data ( position ), right ? |
11 March 2010, 11:03 | #15 | |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,574
|
Quote:
Updating coordinates while sprite DMA is fetching SPRxPOS/SPRxCTL data will cause glitches because sometimes DMA gets new SPRxPOS data and old SPRxCTL data or vice versa and sometimes both registers gets old data or both registers gets new data. 3 different glitches possible (Sprite DMA always has priority over CPU) This is something that isn't very well explained in HRM. Sprite DMA is idle until line 25/20, all sprites' POS and CTL are updated by sprite DMA during line 25/20 (if DMA bit in DMACON is set). DMA goes back to idle mode until current vpos matches vstart, sprite is enabled, disabled when vpos matches vstop, during following line POS and CTL are updated again and back to idle again and so on.. |
|
11 March 2010, 12:41 | #16 | |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
Quote:
I will check again source ( maybe I still doing something wrong ) and I if find something interesting then I will post source. |
|
11 March 2010, 12:44 | #17 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
Is there someone which tested psycheual from the zone on the real amiga ? I mean about A1200. Can someone also confirm sprites glitches on real machine ?
|
11 March 2010, 15:33 | #18 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
|
I've just tried this on my '040 and have had the same problems with the glitching sprites (on some of the enemies but not all of them) and invisible bullets. Also sometimes firing causes the logo at the bottom of the screen to glitch slightly.
|
11 March 2010, 16:00 | #19 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
Thank you so much, I have exactly same glitches on my 030 machine.
|
12 March 2010, 13:54 | #20 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
|
Yesterday I found some time and make simple source with game sprites and everything is ok ( there is no glitches on gfx data there is no problem when I set sprite pointer and sprite data right after vertical beam wait). So it must be as Toni said: mean game modify sprite data when sprite DMA reads them.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Does anyone have Psycheual? | Peter | request.Old Rare Games | 70 | 03 January 2015 03:16 |
|
|