11 January 2022, 09:57 | #21 |
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System friendly or not, not using Sprites/Blitter/Copper at all is a waste even if you do render from Fast RAM. Blitter perhaps less so (though it should be doable to give it something to do while the code is running game logic in Fast RAM), but Copper/Sprites are basically 'free' if you render from Fast RAM.
Edit: I'm not entirely sure the performance seen here is representative of use on a real A1200 + Fast RAM. Would be nice of course, but in my experience 68020+ emulation is almost always faster than the real thing. Which tends to not be a problem with older software, but is a pretty big caveat when coding on an emulator first and only later checking on real HW. Last edited by roondar; 11 January 2022 at 10:05. |
11 January 2022, 10:31 | #22 |
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Well, the "levels" are rather short, if you ask me. Do they perhaps fit entirely into the 2MB chip? Then all you have to do would be to hardware scroll ("no custom chips" clearly isn't supposed to rule out scrolling) and to CPU-blit bobs.
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11 January 2022, 13:22 | #23 | ||
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Very nice work! And not incredible but very credible
@roondar Quote:
Quote:
Last edited by Daytona675x; 11 January 2022 at 13:33. |
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11 January 2022, 14:20 | #24 |
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11 January 2022, 14:30 | #25 | |
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Quote:
Regarding Sprites, I was indeed thinking of using 16 pixel wide ones set up via the Copper. Gives you a 128 pixel wide 4 colour overlay (more if you want to get adventurous - you could make a full screen overlay with some effort), which in the given situation is basically 'free' as the Copper/CPU will normally not be in contention for DMA slots on AGA when the Blitter is not in play (or only to a very small degree). Given the colour palette he also has enough colours left to do this without impacting the rest of the visuals. Other potential Copper use is more obvious, such as reloading colours/creating gradients, etc. Given the now 'free' nature of the Copper, you could go completely overboard with it and still not lose cycles for the CPU GFX copy actions (except for CPU/Blitter updates to the Copperlist of course). Last edited by roondar; 11 January 2022 at 14:38. |
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11 January 2022, 16:37 | #26 |
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Fast ram alone cannot be enabling this result, the CPU speed must be being increased as well. I'm hoping I'm proved wrong though so I'm going to start doing some tests myself (AGA 68020 with extra fast ram).
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11 January 2022, 17:08 | #27 |
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11 January 2022, 17:57 | #28 |
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Is 68020 can only access max 16MB?
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11 January 2022, 18:00 | #29 |
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11 January 2022, 19:37 | #30 |
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Are there any full 020s in any Amigas?
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11 January 2022, 19:38 | #31 |
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Not without adding a card I guess.
None in the basic configs. |
11 January 2022, 20:12 | #32 |
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I thought the A2500 was sold with a full 68020 CPU card. Whether or not that is a 'true' Amiga model is a different kettle of fish, but it's there.
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11 January 2022, 20:31 | #33 |
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Want to be honest: for me if a game takes like 64MB of RAM to work has to be MINIMUM at the size of a FallOut or a Blasphemous, not just a darn Final Fight!
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11 January 2022, 21:08 | #34 |
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if I can run that on my A1200/060 I'll believe it. And I'm not shocked if it needs 64MB of ram. No problem.
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11 January 2022, 22:38 | #35 |
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how exactly would you do 128 colour parallax?
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12 January 2022, 09:05 | #36 | ||
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Quote:
Quote:
Still it will be interesting to see what can be done with the stock EC020 and 4-8MB of FastRAM. This is the standard that should have developed for the A1200. |
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12 January 2022, 09:46 | #37 |
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Definitely not buying it.
Share the exe so everyone can see how good it is. Windows executables don't count. |
12 January 2022, 10:03 | #38 | |
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Any idea regarding compiler environment?
I am searching for a cross compiler environment plus bobs/sprites/sound libraries for Amiga 1200, it order to program for it using a PC Windows machine Quote:
Exactly as I do in Metal Slug port for Atari STE, currently it takes 3.2 MB RAM instead 3.6 MB summer ยด21 release |
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12 January 2022, 10:30 | #39 |
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Bartman VS code certainly looks neat
but you need to build everything from the ground. I saw your work and that certainly looks impressive. I can suggest you try to rebuild my relatively simple arcade games (Pacman, Amidar https://github.com/jotd666/amidar500/tree/master) using vasm 68k (windows version) + notepad++. Maybe that doesn't qualify as an environment but that's pretty simple. My source code contains some blitting routines and also ptplayer source code from phx (for music & sfx). Creates a simple executable which contains everything. |
13 January 2022, 19:54 | #40 | |
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Quote:
Thanks for your support and suggestions! Yes, as IDE I use Notepad++ for STE and MegaDrive, xD I am targeting the A1200, due to I want to use non preshifted bobs and stream load the scenario background from Fast RAM. MegaDrive version fits in 1 MB (no preshifting is needed, sprites can be mirrored by hardware with no performance penalties, audio is still the same digitalized one as STE), and probably the A1200 has enough power to mimic MegaDrive performance and capabilities. But as language I need C language, not assembly; although the inner functions can be programmed in assembly. We can start asking to more programmers in this forum, |
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