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#2441 |
Registered User
![]() Join Date: Dec 2013
Location: Auckland
Posts: 3,107
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Latest update:
* Some trivial performance enhancements, maybe in the range of 1-2% * Suggested by BitBeamCannon, "Output Speed" is now "Target FPS" * Looked into issue reported by UltraNarwhal where reloading a level (with map cached ticked) was slower than it should be. Now, reloading the same map should be able to do so without loading from disk. There's still some reported issues for me to look into from AcidBottle, hopefully the next one will be the final 2022.6 experimental. --- I'm not sure if there would be an easy way to add expressions into the Foreach box, but I'll keep it in mind. Actually I'll look at adding a "Count Actors" command that just does that Foreach solution "under the hood". I should be able to fix the codeblocks variable/constant issue on the next update. |
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#2442 | |
Registered User
![]() Join Date: Apr 2019
Location: UK
Posts: 203
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Quote:
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#2443 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 49
Posts: 212
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@Earok
I think i brought this up some time back, not sure if you saw it. This is sort of a question about how clever Scorpion is. You may notice that SpyHunter is a 5bpl project but the map is only 4bpl. Is Scorpion clever enough to draw just 4bpl for the map, or does it stick to the project setting and draw 5? If it draws 5bpl could a performance increase be had by putting a setting on either the map or tileset data to indicate that only 4 should be drawn? Obviously a warning would be given about possible adverse effects when changing the setting to something other than the project setting. For fast moving projects like SpyHunter removing any overheads could be a great benefit. Your thoughts.. Bob |
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#2444 |
Registered User
![]() Join Date: Dec 2013
Location: Auckland
Posts: 3,107
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@ultranarhwal great!
![]() @flibble42 If it's configured as five bitplanes, it'll render as five bitplanes. It's not really possible to make it so that the map is four bitplanes and the bobs are five (since the map has to blit to all five bitplanes in order to overwrite bobs that were rendered with five). Edit - ah, the other thing is that Scorpion uses bitmaps bitplanes as well, which makes it pretty much impossible to exclude bitplanes the same way it would be on a non-interleaved bitmaps. |
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#2445 |
Registered User
![]() Join Date: Dec 2013
Location: Auckland
Posts: 3,107
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Did a minor update to experimental that just fixes a bug with the debug dump feature. If I don't hear any further bug reports in the next ~12 hours, I'll do a final round of checking and then launch 2022.6 officially
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#2446 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 49
Posts: 212
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Does the 32 pixel wide parallax only apply to AGA?
Just wanted to make sure before i create the asset.. Anyone else find it weird that your perception of 16 pixels goes out the window when you always use a 1080 display. Last edited by flibble42; Today at 02:21. |
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#2447 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 49
Posts: 212
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@Earok
Ok.. Here is a tricky one.. Stop the Express.. Parallax BG, Screen high HW sprites then Map then BOBS in that order, possible? ![]() Bob |
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flibble42 |
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