English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 30 January 2023, 13:44   #121
S0ulA55a551n
Registered User
 
S0ulA55a551n's Avatar
 
Join Date: Nov 2010
Location: South Wales
Age: 46
Posts: 934
Quote:
Originally Posted by DanyPPC View Post
Holy words

Even Team17 make AGA games with only 7 bitplanes.
Would like to see a video of it running on real hardware
S0ulA55a551n is offline  
Old 30 January 2023, 14:06   #122
Reynolds
Alien Breeder
 
Reynolds's Avatar
 
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,096
Quote:
Originally Posted by S0ulA55a551n View Post
Would like to see a video of it running on real hardware
More likely on my hardware
Reynolds is offline  
Old 30 January 2023, 15:10   #123
Samurai_Crow
Total Chaos forever!
 
Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,186
Quote:
Originally Posted by Howardphilips View Post
I was only responding to the comment that 8 bitplanes "would be too slow". I do not criticise your technical knowledge nor Metro Siege, which is looking awesome but is yet to be played afaik. 8 bitplanes for a technical demo with no AI and only one moving sprite seems possible, even if I believe this could be massively optimised (granted I don't have the tech skills to substantiate this). A demo is not a full game, like Metro Siege will be.
The reason 8 bitplanes "would be too slow" is that the blitter still uses only 16-bit memory acceesses. There isn't sufficient bandwidth for 16-bit accesses to be used unless throttled back to a lower bit-depth. Leaving sprite palette banks on AGA available by leaving at least one bitplane unused could improve the situation because sprite DMAs can be page fetched 64 bits at a time. Also, sprites compute transparency without a mask, allowing the blitter to do unmasked blits directly to sprite hardware, cutting its bandwidth requirements in half.
Samurai_Crow is offline  
Old 30 January 2023, 15:15   #124
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,773
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
Retro1234 is offline  
Old 30 January 2023, 15:34   #125
roondar
Registered User
 
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,408
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.
roondar is offline  
Old 30 January 2023, 17:01   #126
Samurai_Crow
Total Chaos forever!
 
Samurai_Crow's Avatar
 
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,186
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.
Samurai_Crow is offline  
Old 30 January 2023, 19:15   #127
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
Quote:
Originally Posted by Samurai_Crow View Post
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.
Thank you for the great explanations!
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...
Howardphilips is offline  
Old 31 January 2023, 08:55   #128
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Retro1234 View Post
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
That's the nearest way to do the coin op as it seems. Big ram expectations, but you get the real deal.
dlfrsilver is offline  
Old 10 February 2023, 21:40   #129
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
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."
Howardphilips is offline  
Old 19 February 2023, 13:48   #130
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
No update for the last few weeks as it turns out Brick_Nash had COVID. Wishing him well soon!
Howardphilips is offline  
Old 25 February 2023, 18:17   #131
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
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
Howardphilips is offline  
Old 04 March 2023, 11:07   #132
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
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."
Howardphilips is offline  
Old 04 March 2023, 12:00   #133
Cris1997XX
Registered User
 
Join Date: Oct 2022
Location: Roma
Posts: 312
Quote:
Originally Posted by Howardphilips View Post
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."
...Is this some sort of riddle? Because it sure looks like it
Cris1997XX is offline  
Old 04 March 2023, 12:08   #134
Superman
Super Member
 
Superman's Avatar
 
Join Date: Sep 2014
Location: Wakefield
Age: 48
Posts: 1,334
How come Brick Nash doesn’t update this thread himself as he still visits the forum?

Superman is online now  
Old 04 March 2023, 12:52   #135
Howardphilips
Registered User
 
Join Date: Dec 2022
Location: France
Posts: 83
Quote:
Originally Posted by Superman View Post
How come Brick Nash doesn’t update this thread himself as he still visits the forum?

I dunno. I can also stop pasting his Twitter feed about this as it would be better to get this from the horse's mouth directly.
Howardphilips is offline  
Old 04 March 2023, 15:30   #136
d4rk3lf
Registered User
 
d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
Please keep posting.
d4rk3lf is offline  
Old 04 March 2023, 15:56   #137
Cris1997XX
Registered User
 
Join Date: Oct 2022
Location: Roma
Posts: 312
Quote:
Originally Posted by d4rk3lf View Post
Please keep posting.
If he doesn't want to talk here, you might as well keep posting his updates
Cris1997XX is offline  
Old 04 March 2023, 16:45   #138
Brick Nash
Prototron
 
Brick Nash's Avatar
 
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 411
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 ]
Brick Nash is offline  
Old 04 March 2023, 17:02   #139
oscar_ates
Registered User
 
Join Date: Nov 2021
Location: Utrecht/Netherlands
Posts: 318
Looks amazing Nash
oscar_ates is online now  
Old 04 March 2023, 17:06   #140
Cris1997XX
Registered User
 
Join Date: Oct 2022
Location: Roma
Posts: 312
Quote:
Originally Posted by Brick Nash View Post
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 ]
This is bloody awesome! I can't believe you managed to pull it off
Cris1997XX is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Final Fight Speculation sandruzzo Retrogaming General Discussion 199 18 November 2020 22:23
Final Fight AGA Retro1234 request.Old Rare Games 66 25 April 2019 23:48
Final Fight AGA? Amiga Forever Coders. General 15 25 April 2011 15:15
Ripping - Final Fight BippyM project.Sprites 2 06 April 2005 19:53
Final Fight Dastardly support.Games 3 01 June 2003 23:16

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 23:13.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.11666 seconds with 16 queries