06 September 2021, 21:50 | #121 |
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In this update I've added the heads up display (HUD) - all working and allocated to ingame counters.
A couple of nice technical things happen with this. The first is that the whole HUD is only 2 bitplanes, the head in the top left corner is a multiplexed sprite. Additionally, the updates work in such a way that only one part of the HUD will update each frame. So in the game there might be multiple updates, but they go into a pending queue and update across multiple frames It became apparent when I was doing this that I have a spare couple of sprites to use for the water at the bottom of the screen so I'll likely use them for adding a water moving effect later on. [ Show youtube player ] Geezer |
06 September 2021, 22:10 | #122 |
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can you tell which command you're using to enable dma debugger? and is there some doc about the meaning of the colors and all?
VERY nice effort. I wonder why you need a sprite for the head, though. It doesn't scroll or gets updated. Why not just blit it and voilĂ ? |
06 September 2021, 22:55 | #123 | |
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"v -2" will enable the visual debugger, "v -3" will also do it with a different resolution. I need a sprite for the head because it's 16 colours, blitting it would mean I would have to enable 4 bitplanes for the HUD. By only enabling 2 bitplanes I gain a lot of free cycles because bitplane DMA is reduce - you can see this in the dark Blue strips... at the top of the display the DMA is thinner/reduced. The colours are: Dark Blue = Bitplane DMA Purple = Sprite DMA Turquoise = Blitter DMA (notice it start when I scroll as it blits tiles in) Yellow = Copper Red = Audio DMA Grey I believe is CPU executions. |
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07 September 2021, 07:12 | #124 | |
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07 September 2021, 10:02 | #125 | |
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Nice that the HUD is only 2BPL, cool trick to use a Sprite for the head - combined this saves a bunch of time for the Blitter |
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07 September 2021, 22:08 | #126 |
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The different dma debug colours are defined here in the code:
https://github.com/tonioni/WinUAE/bl...ebug.cpp#L1400 |
07 September 2021, 22:53 | #127 |
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The eagle eyed among you will notice what I've done here.
[ Show youtube player ] . So widening the screen from 256 pixels to 320 pixels and making better use of the hardware... this wasn't easy due to the stupid way Amiga sprites work. Anyone who says the Amiga hardware sprites are great really need their heads looking at, they are in my opinion absolutely crap! Using a DDFSRT value of $30 means I lose the last sprite due to bitplane DMA having precedence over sprite DMA, no problem I thought as I only use 7 of the 8 sprites anyway. The player uses sprite banks 0/1 + 2/3 + 4/5 and the hit sprite (when the knife hits the player) uses sprite 6/7. However, because you need the hit sprite to be in front of the player and not behind the hit sprite needs to be in bank 0... so that means you lose bank 0/1... and since I don't have bank 6/7 anymore I now can't use a hit with a 48 pixel wide sprite. Luckily.... when the player is hit, there is only a 32 pixel wide sprite shown and therefore only two banks are needed so the hit sprite goes in 0/1, and the player sprite in 2/3 + 4/5. Very lucky - but had the Amiga hardware sprites being better designed then this would have been a simple problem - something them new fangled consoles don't have to worry about. Geezer Last edited by mcgeezer; 07 September 2021 at 23:00. |
07 September 2021, 23:03 | #128 |
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for Pacman I used sprites for ghosts but can't use sprite for pacman because that would mean sharing the palette with one of the ghosts.
A limitation the original 1980 hardware doesn't have (even if it has only 6 sprites) Conclusion: very difficult to create some generic engine when sprites are involved. But sprites are necessary to get a better framerate / less overhead... |
07 September 2021, 23:05 | #129 |
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This wider screen is . This is really better.
Not sure, but on the video it seems to me that the black suited guy (the one with a mask) is grabbing the hero without really touching him ? |
07 September 2021, 23:05 | #130 | |
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x/y flipping and priority changing... They are frustrating and painful to use. Thanks, you shouldn't really take too much notice of the collisions at the moment - they all need work. At the moment it's just about getting the basic engine working. |
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08 September 2021, 10:56 | #131 | |
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But these usually only work really well in 4 BPL mode. For moving objects, which would be their real purpose, they are quite bad and difficult to use in a sensible way. So, yes, you could say they are shit. |
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08 September 2021, 14:14 | #132 |
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they're perfect for the pacman ghosts. 3 colors max: check, 16 pix wide max: check, 4 different palettes: check.
otherwise they suck. |
09 September 2021, 23:18 | #133 |
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This update is a nice one as it's showcasing TenShu's awesome graphics in the game... this is stages one and two of the game.
[ Show youtube player ] Don't worry... I will change the sound, I just needed a bit of Rick Dangerous in my life. Geezer |
09 September 2021, 23:25 | #134 |
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That is really solid looking, really nice
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09 September 2021, 23:35 | #135 |
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tell me there are palette changes. 32 colors that can't be possible.
Spotted "Turbo Sprint" add and "Cobra" movie poster, alongside with Jaws and Freddy? |
09 September 2021, 23:39 | #136 |
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09 September 2021, 23:44 | #137 |
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09 September 2021, 23:54 | #138 |
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Not sure it has been done very frequently to have a graphist that knows that dynamic palette can be used and uses it in a game like this, must be in very close cooperation with the coder.
I saw a lot of copper rainbow shit or plasma demo or static images / dual screens / status bars with different colors but nothing like this. This is just excellent. |
09 September 2021, 23:55 | #139 |
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10 September 2021, 00:02 | #140 | |
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