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#121 |
Registered User
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Location: South Wales
Age: 45
Posts: 843
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#122 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 45
Posts: 893
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#123 | |
Total Chaos forever!
![]() Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 48
Posts: 1,965
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Quote:
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#124 |
Boo
![]() Join Date: Jun 2006
Location: 5150
Posts: 5,309
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He apparently not really using the blitter that's why there is such a high memory requirement. He coppies large chuck of memory to restore and display the graphics
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#125 |
Registered User
![]() Join Date: Jul 2015
Location: The Netherlands
Posts: 3,299
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Yeah, does seem like he's building the image in Fast Memory and then copying over the between-frame changes to Chip Memory. Interesting idea for sure, though running it through WinUAE might (or might not) give over-optimistic results as it's emulation of the 68020 is faster than on the real machine.
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#126 |
Total Chaos forever!
![]() Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 48
Posts: 1,965
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An EC020 can't address enough FastRAM to run the demo. I hope he finds some way to optimise it. If he's copying from FastRAM though, he should have 32-bit bus width.
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#127 | |
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![]() Join Date: Dec 2022
Location: Paris / France
Posts: 22
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Quote:
Don't know what it's worth but the video comments that there are 128 unused color registers. And I am not sure which specs he targets. His first demo was with an actual A4000 but now this is an emulated 68020 system he shows. Well... |
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#128 |
CaptainM68K-SPS France
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That's the nearest way to do the coin op as it seems. Big ram expectations, but you get the real deal.
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#129 |
Registered User
![]() Join Date: Dec 2022
Location: Paris / France
Posts: 22
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Speaking of Ram:
"I've gone back to my original ECS 1.5-2MB spec. The 1MB version worked/had all the moves, but was just slow when more than 2 objects had to face left and I got tired of fighting it when better tech existed at the time. All the extra mem does is store flipped sprites." |
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#130 |
Registered User
![]() Join Date: Dec 2022
Location: Paris / France
Posts: 22
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No update for the last few weeks as it turns out Brick_Nash had COVID. Wishing him well soon!
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#131 |
Registered User
![]() Join Date: Dec 2022
Location: Paris / France
Posts: 22
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Not much to quote this week:
"The humble Hitspark! Or Impact Explosion, Punchstar, whatever. It's a bit of extra drawing, but it's square enough to be done in a single Blit. Some love it, some don't. Personally, I think it adds a lot to the combat. 1 per skelped enemy is a bit frivolous ATM though." Source (with picture): https://mobile.twitter.com/Brick_Nas...C-tdfX0JctAAAA |
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#132 |
Registered User
![]() Join Date: Dec 2022
Location: Paris / France
Posts: 22
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Project is still moving:
"Lot of dirty code is creeping in just to get things working. Not sure if this is common practice for programmers, but I like the little victory buzz of a quick fix with a view to optimise later." |
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#133 | |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 54
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Quote:
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#134 |
Registered User
![]() Join Date: Sep 2014
Location: Wakefield
Age: 47
Posts: 1,230
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How come Brick Nash doesn’t update this thread himself as he still visits the forum?
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#135 |
Registered User
![]() Join Date: Dec 2022
Location: Paris / France
Posts: 22
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#136 |
Registered User
![]() Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,462
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Please keep posting.
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#137 |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 54
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#138 |
Prototron
![]() Join Date: Mar 2015
Location: UK
Posts: 370
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I didn't realise this thread was being updated. I generally just chuck out small tid-bits on Twitter and don't think they're worth clogging up a forum with.
Ironically though, I do actually have something significant to show today, so here's demo 2. It's running on ECS 2MB 68000 (Cycle exact). More info in the description. Cheers! [ Show youtube player ] |
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#139 |
Registered User
![]() Join Date: Nov 2021
Location: Utrecht/Netherlands
Posts: 144
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Looks amazing Nash
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#140 | |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 54
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