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Old 26 January 2022, 19:49   #81
kremiso
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Originally Posted by saimon69 View Post
Improve = rewrite almost from scratch for native HW in assembly in this case
really, so drastic?
the md code seems almost 100% standard C language (at least Github says so)

I wasn't thinking it would require something close a complete restart
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Old 26 January 2022, 19:52   #82
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Originally Posted by kremiso View Post
really, so drastic?
the md code seems almost 100% standard C language (at least Github says so)

I wasn't thinking it would require something close a complete restart
If is done using SDL then i know jotd did some wrapper for it but not sure on the final performance - graphics might need some adaptation though
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Old 27 January 2022, 01:37   #83
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Originally Posted by saimon69 View Post
If is done using SDL then i know jotd did some wrapper for it but not sure on the final performance - graphics might need some adaptation though
The A500's lowly 7MHz M68000 isn't very keen on pure C either... Performance would suffer. Yes, I know the MD has a 7.16MHz M68000 but in the console's case much of the churning on the graphical department would be made by the VDP (which has chunky mode, lacking on the OCS and even AGA, with all the known consequences).
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Old 27 January 2022, 10:08   #84
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thank you for the tech explain guys

i'm trying to find some con/slowdown in that md port, none until now
all the enemies in the egg corridor are there
maybe it will suffer in the big boss battles
still, impressive job

if it will appear on the c64 in future, i'll quit the miggy scene
joking ofc
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Old 27 January 2022, 19:38   #85
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Originally Posted by kremiso View Post
thank you for the tech explain guys

i'm trying to find some con/slowdown in that md port, none until now
all the enemies in the egg corridor are there
maybe it will suffer in the big boss battles
still, impressive job

if it will appear on the c64 in future, i'll quit the miggy scene
joking ofc
Well, Cave Story is A BIT more intensive than a Sonic, even with the MRU - is a borderline metroidvania and some boss are kinda big - the 64 can do it with some tricks - the megadrive use its 80 sprites and three tiles (characters) layers, we could likely do it in 16 colors, 25FPS, one hard disk and one megabyte of RAM but adjustments will need to be done
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Old 28 January 2022, 09:35   #86
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Originally Posted by saimon69 View Post
Well, Cave Story is A BIT more intensive than a Sonic, even with the MRU - is a borderline metroidvania and some boss are kinda big - the 64 can do it with some tricks - the megadrive use its 80 sprites and three tiles (characters) layers, we could likely do it in 16 colors, 25FPS, one hard disk and one megabyte of RAM but adjustments will need to be done
Sure. But looking at the example screenshot I wonder why we would bother.
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Old 28 January 2022, 12:47   #87
kremiso
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Can agree here
a lot of work to have another so so port... no thanks

was reading this page with some differences from the md and the pc version, with some tricks used too :

https://github.com/andwn/cave-story-...DIFFERENCES.md
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Old 29 January 2022, 01:25   #88
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Sure. But looking at the example screenshot I wonder why we would bother.
Because it’s an excellent game, one we would be proud of if it originated on the Amiga.
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Old 29 January 2022, 11:24   #89
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Originally Posted by saimon69 View Post
Well, Cave Story is A BIT more intensive than a Sonic, even with the MRU - is a borderline metroidvania and some boss are kinda big - the 64 can do it with some tricks - the megadrive use its 80 sprites and three tiles (characters) layers, we could likely do it in 16 colors, 25FPS, one hard disk and one megabyte of RAM but adjustments will need to be done

Just to be clear, the megadrive only has 2 tile layers (called ScrollA and ScrollB respectively) not 3.
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Old 13 February 2022, 11:44   #90
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Megadrive / Genesis video hardware is designed as an arcade system; all is 4 bit chunky mode tile based, and sprites and map tiles are managed as hardware sprites. (Maps are a bit different, but hardware internals drawing method is almost the same).

Thanks to 4 bit chunky mode, and 16 bit accesses, for each accesed data, the graphical powerhorse always retrieve 4 pixels of graphic data (including no displayed colouerd pixels). These accesses are DMA based at 13 MHz.


This approach has many advantages and some disadvantages, such you are usually limited to the hardware constraints; such tiny video RAM.


But good framerates and possibilities to display dozens of sprites and detailed maps are guaranteed, for little CPU cost.

Last edited by masteries; 13 February 2022 at 11:53.
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