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#21 |
Commodork
![]() Join Date: Nov 2018
Location: Finland
Posts: 77
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Oh man, if only Stunt Car Racer could be as smooth as the C64 SuperCPU version, instead of just faster..
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#22 |
Registered User
![]() Join Date: Dec 2016
Location: Italy
Posts: 518
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Well done jotd !
I played SuperCars 2 AGA 0.89 on A1200/BlizzIV and A1200/ACA1233 and the framerate/speed is better than previous 0.88 version. On WinUAE this improvement isn't visible. |
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#23 |
Moon 1969 = amiga 1985
![]() Join Date: Apr 2007
Location: belgium
Age: 47
Posts: 3,903
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You know exactly what i will propose : shadow warriors.
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#24 | |
This cat is no more
![]() Join Date: Dec 2004
Location: FRANCE
Age: 51
Posts: 7,369
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Quote:
horizontal scrollers (not using the blitter) are not an easy task... ECS: bitplanes aligned on 2 bytes, BPLCON1 scroller shift 0-15 bits AGA FMODE=3: bitplanes aligned on 8 bytes, BPLCON1 scroller shift upgraded to 0-63 bits. Means that a lot of reverse engineering must be done to adapt those games. |
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#25 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,740
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@jotd
I tried Chase HQ II on WinUAE and saw no real difference compared to the real thing, so, I guess the ICE racers will remain crappy as they currently are. ![]() @turrican3 Great idea, I just hope it's one of those that can be improved as I recall it also plays the same way under WinUAE as on the real system. |
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#26 |
Registered User
![]() Join Date: Jan 2019
Location: Finland
Posts: 415
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Top Gear 2 (OCS) Road updates every 1/3 frames in cycle-exact mode (68020), 1/2 frames in non-cycle-exact.
Top Gear 2 (AGA) 1/5 frames in cycle-exact, 1/2 in non-cycle-exact Power Drift: Framerate fluctuates between 1/5 and 1/10 in cycle-exact, 1/3 to 1/5 in non-cycle-exact. FIFA International Soccer: 1/2 to 1/3 frames scrolling in cycle-exact, 1/1 in non-cycle-exact. |
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#27 | |
This cat is no more
![]() Join Date: Dec 2004
Location: FRANCE
Age: 51
Posts: 7,369
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Quote:
Coincidence? I just sold more than 10 copies of the game today! As Toni reminded, for a lot of games it will be simply too difficult because of horizontal scrolling. Supercars 2 doesn't really scroll, everything is blitted on screen each time. Why it runs so fast, maybe it's because the background is not made of tiles, so there are "only" 7 calls to the blitter. Redrawing the same surface but with small tiles takes more time, and most tiled games use hardware scrolling. Blitting the whole background each time is costly, but avoids to erase the objects prior to redrawing. Good tradeoff, very well executed by Shaun Southern, an inspiring programmer. Not using hardware scrolling allowed Supercars 2 to have a 2 player mode with vertical split screen. Not sure it's possible using hardware scrolling. So once again this is happening with a bit of luck for Supercars 2: - source code available and which can be easily rebuilt (not sure anyone can rebuild Jim Power or Turrican 3) - 256 color pics available to replace old 64 color EHB ones - FMODE possible thanks to blitter scrolling - more color for cars: easy way to enhance the visuals without redrawing all graphics - module player that can play modules & sounds at the same time (and reusing Lotus tunes, and getting original J.M.D/saimon69 original tunes too) - programmer (me) who loves that game Last edited by jotd; 14 March 2023 at 21:16. |
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#28 | |
CaptainM68K-SPS France
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Quote:
Then you use the script and you write the master disk. |
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