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#161 |
This cat is no more
![]() Join Date: Dec 2004
Location: FRANCE
Age: 51
Posts: 7,106
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Crazy it is!! Great, really great project! It reminds me (in spirit) of the transcode of Xevious, except that here no need to transcode.
However, resolving the "placeholder stuff" naively is going to lead to 1 frame per second... But then, special cases could be built to bypass the original game display logic in some places and do then things the amiga way. |
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#162 |
Boo
![]() Join Date: Jun 2006
Location: 5150
Posts: 5,309
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Love to see that running with the placeholders on Amiga
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#163 | |
Registered User
![]() Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,462
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Quote:
![]() Oh well, I'll play it on emulator. Or this would be a good excuse to purchase some nice A1200. ![]() Have you asked Richard Aplin how he managed to make it run on unexpanded A500, with just 512kb chip ram? Thanks for other answers. |
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#164 | |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 54
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Quote:
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#165 |
Pixelglass/Reimagine
![]() Join Date: Jun 2012
Location: Athens
Posts: 878
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#166 | |
Prototron
![]() Join Date: Mar 2015
Location: UK
Posts: 370
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Quote:
Also, a custom CPU sprite-flipping routine was used, which, when I was writing my own for the 1Meg version, discovered that's where most of the slowdown comes from. The CPU has to drop what its doing to go and flip bits in graphics data using a lookup table and place it in a buffer, but it's so much slower than doing it with dedicated hardware (which the Blitter can't do), and to add insult to injury, the Amiga's planar screen setup means it has to do this for each Bitplane, so it's 4 times the work (all on multiple massive sprites). The memory managing stuff is way beyond my skill set. I'm just using stock OS Allocation/Deallocation functions between levels, but what Richard did was next-level stuff! |
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#167 |
Registered User
![]() Join Date: May 2019
Location: Italy
Posts: 9
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32 colors on screen..
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#168 | |
This cat is no more
![]() Join Date: Dec 2004
Location: FRANCE
Age: 51
Posts: 7,106
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Quote:
I think even if you flip then blit then flip the second plane while the first plane is being blit it's still slow. Using a 8 bit lookup table is slow, using a 16 bit lookup table would take 128kb and would be slightly faster... but that's 128k you could have used for graphics... |
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