24 August 2021, 14:23 | #961 |
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In the demo chat video it's funny seeing people refuse to believe it can be real, word is spreading.
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24 August 2021, 17:36 | #962 |
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Take Fears f.e. despite having a good engine with plenty features, good gfx and great atmoshpere, it failed quite a lot (imho) to compare from a gameplay perspective. Why? Let's break this down a bit:
For me the biggest problem with Fear was the distorted perspective. I could live with slow movement and small variety of enemies but I simply couldn't watch it... |
24 August 2021, 17:47 | #963 |
cheeky scoundrel
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24 August 2021, 20:51 | #964 | ||
Bad Banana
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As I understand it Fears looks weird because it's stretched out from a very narrow resolution, since they don't compensate for this it makes the FOV very low which in turn makes me feel a bit queasy playing it.
Tsak posted this earlier in the thread: Quote:
Quote:
Oh btw, in the video there's a soundtrack, is that an official one or is that a placeholder? Last edited by ESC; 24 August 2021 at 21:09. |
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24 August 2021, 22:24 | #965 | |
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No no no, Descent is perfectly fine, great game. Depth of the image (z-value) of Fear looks too short or flattened. |
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24 August 2021, 22:58 | #966 | |||||||
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My texturing doesn't need any preshifting right now, and I don't see how it would help in my approach. Quote:
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Yes, STe has only one channel, with fixed volume and 4 fixed playback rates. So you can only playback ready samples as they are, or have to mix stuff. But the former option worked well enough for me. Quote:
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Amiga will have its own in due time, when audio engine is capable of playing music. |
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25 August 2021, 11:23 | #967 | |
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Quote:
https://bitbucket.org/d_m_l/agtools/wiki/agtcut I think it was Anima who came up with the idea and DML who optimised it. http://blog.anides.de/ |
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25 August 2021, 15:23 | #968 | |
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Quote:
Not fragments of code, which don't really tell WHY they are written like that. On Amiga, I learned how to calculate Blitter cycles exactly, ane exactly how CPU, Blitter, Copper, display, audio, disk and RAM refreshes share the bus, which enables me to write effective code. On the ST side, I've only got vague suggestions and pointers to AGT source code, but no real information about Blitter or ST internals. And I can't even start optimizing without the latter. |
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25 August 2021, 18:16 | #969 | |
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Quote:
https://www.atari-forum.com/viewtopic.php?f=117&t=34555 These are the only docs I remember reading : https://retrospec.sgn.net/users/tomc...0Internals.htm https://info-coach.fr/atari/document...ts/BLITTER.TXT There was a little chat last year with Keops (well respected Atari STf programmer) who wanted to start using Blitter. Some very big Atari ST names (like Ijor and Leonard) commented. https://www.atari-forum.com/viewtopic.php?t=38994 Last edited by alexh; 25 August 2021 at 18:31. |
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25 August 2021, 18:29 | #970 |
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http://dev-docs.exxoshost.co.uk/BLiTTER_6-17-1987.pdf is the official reference manual.
The trick anima invented was to do single pass masking with it for fast bobs which should be impossible to do with a single source and dest. It has 3 end masks. First word mask, Middle word mask and end word mask for preserving bits in the fringes during a blit. Unlike the Amiga the masks protect bits in the destination rather than masking the source. So you can just blit line by line with the CPU and preload the preshifted mask on every line to mask arbitrary 32 pixel wide bobs without a separate AND and OR pass. What do you use the Amiga one for in the game? It works in a similar manner to the Amigas but with 2 sources not 3. The dest is also a source. There’s 16 words of memory on the chip which can be used in place of the source for some interesting tricks. It has no line draw or area fill but it does have an indirect addressing mode which can be useful for some stuff like magnification, mono bit plane palette expansion to true colour or flipping rasters. It also has a full 24 bit addressing range. It has a barrel shifter too. It’s awesome, just like the Amigas Last edited by frank_b; 25 August 2021 at 18:42. |
25 August 2021, 20:30 | #971 |
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Of course you know the amiga version MUST be better than ST in every aspect, if not then the ST crowd will win the decades long argument and all will be lost.
We will all have to buy ST's, oh the shame of it. Not sure how many will survive... |
25 August 2021, 20:50 | #972 |
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I'm sure KK won't let us down on this but I can't believe he went to the dark side!
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25 August 2021, 20:55 | #973 | |
Moon 1969 = amiga 1985
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Quote:
Will see. |
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25 August 2021, 21:19 | #974 | |
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Quote:
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25 August 2021, 23:21 | #975 |
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What kind of blit? How many sources do you use? Do you shift a and b? Any constant masks?
If it is a complex use case or takes advantages of pipeline side effects it might not be a good fit for the ST blitter. Complex use cases fit the Amiga one better. The st does well with simpler operations. Looks like there are demo crews using the indirect addressing mode to accelerate chunky pixel to planar on the st blitter. https://docs.dev-docs.org/htm/search.php?find=blitter Look at the paranoid faq for details. Years ago I used it to magnify bitmaps or h flip them in a poc. A single pass would be 8 or 12 cpu cycles depending on the logic operations used. Last edited by frank_b; 25 August 2021 at 23:42. |
25 August 2021, 23:30 | #976 | |
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Quote:
In regards to fps the game reaches ~10-12 fps on average for a500 and gets a good additional boost with a1200 (around 22fps). It maxes out to 30fps with a1200+fast ram or a better processor. Last edited by Tsak; 27 August 2021 at 15:24. |
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27 August 2021, 11:06 | #977 | ||
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Quote:
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BTW: The ST also has a Blitter??? Or am I missunderstanding something? |
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27 August 2021, 12:16 | #978 |
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Maybe KK is preparing to give final blow to Atari users...
He is working on Dread port, and suddenly announces: "No, it's not possible for Atari ST(e)". (joke aside, I never had anything against Atari and it's users, on the contrary, I consider them more like a Motorola brothers ). |
27 August 2021, 12:23 | #979 |
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@sparhawk
STe has a blitter yes. AFAIK it's overall a weaker design than amiga's, but it's an improvement for the ST |
27 August 2021, 12:27 | #980 |
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