15 April 2024, 21:27 | #4401 |
Registered User
Join Date: Dec 2021
Location: Prague / Czechia
Posts: 25
|
When playing on classic hardware, I prefer using 2/3 regime instead of full screen - it gives much better flow. However, in that case the text messages are not visible. How complicated would it be to print the text at the usual location even if that's not in the area covered by the reduced 3D view?
|
15 April 2024, 21:43 | #4402 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,118
|
Quote:
Doing the messages "in display" is easy because the overhead is next to nothing as the whole frame is either C2P'd to Chip RAM on AGA or copied to the locked bitmap in RTG. However, in both cases, on 2/3, we are only updating the small region (and borders). To reuse the the space below 2/3 view (which is my preference) clearly has a number of "best ways" to do it. For AGA it seems overkill to have to C2P a new region to the display so we want some sort of optimised plotter that can operate in planar space. We may also want to the blitter to clear the region*. For RTG, given the total number of pixels written for text is quite small, we probably want a rectangle clear call first, followed by direct writes to the locked bitmap for the text. * the tricky bit for AGA is trying to find a good, single colour index for text. One that would require manipulating only a single bitplane, ideally. That depends on how the palette is set up, which is a bit odd. We might get away with a brightish white by sticking to bit 5 (colour index 32). In both cases, we definitely don't want to do any more work than is strictly necessary, so we probably only want to do that redraw when the text changes. Since those regions are not overdrawn by anything, this could be very efficient as we'd be updating the text only once every few seconds. |
|
21 April 2024, 03:22 | #4403 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,118
|
First work in a while, but I've done some spring cleaning which has mostly been around removing the various unused historic menu code, of which there is far too much. It's like picking at a thread in a jumper, as you identify something unused, it leads to the next thing and so on, unravelling the whole thing.
|
21 April 2024, 11:46 | #4404 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,118
|
@abu_the_monkey
Just saw and merged your PR for the message buffer fix. |
21 April 2024, 12:04 | #4405 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
Quote:
also there was a fix for the '*' quit key from paraj https://eab.abime.net/showpost.php?p...postcount=4366 |
|
21 April 2024, 12:41 | #4406 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,118
|
Top banana
|
21 April 2024, 12:54 | #4407 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 1,938
|
I didn't include the fix from paraj in the pr I raised as they were separate issues. If your happy with it you could include it with your next merge perhaps.
|
21 April 2024, 13:40 | #4408 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,118
|
Sure. I want to merge my "nonfunctional" changes separately anyway.
|
Yesterday, 00:21 | #4409 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,118
|
Merged and included the submenu exit fix. That's a lot of old menu code finally laid to rest.
|
Currently Active Users Viewing This Thread: 3 (0 members and 3 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Alien Breed 3D II The Killing Grounds RTG patch | Angus | Retrogaming General Discussion | 63 | 14 December 2022 15:20 |
Alien Breed & Alien Breed '92: SE - delay when picking up items / opening doors | Ian | support.WinUAE | 16 | 23 December 2016 15:50 |
Alien Breed 3D II : The Killing Grounds code booklet | alexh | support.Games | 19 | 10 October 2012 22:17 |
Alien Breed 3D 2 - The Killing Grounds | Ironclaw | support.Games | 12 | 13 September 2005 13:07 |
HD Version of Alien Breed I ? | Kintaro | request.Old Rare Games | 20 | 31 July 2003 10:48 |
|
|