English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 09 October 2021, 19:25   #241
Havie
Registered User
 
Havie's Avatar
 
Join Date: Mar 2012
Location: UK
Posts: 1,893
I think I just discovered secret mode....

https://www.google.com/search?q=stre...bile&ie=UTF-8#
Havie is offline  
Old 17 October 2021, 22:58   #242
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
As i'm looking to release a playable demo soon for a magazine I started working on the title screen as the main game engine is just about done (still lots to do though).

[ Show youtube player ]

Anyone want to have a go at how I'm able to move that foreground over the background? The foreground is 32 colours.

Geezer
mcgeezer is offline  
Old 18 October 2021, 01:10   #243
Muzza
Registered User
 
Muzza's Avatar
 
Join Date: Sep 2019
Location: Sydney
Posts: 357
Quote:
Originally Posted by mcgeezer View Post
Anyone want to have a go at how I'm able to move that foreground over the background? The foreground is 32 colours.
From the tiny bit of copper list I can see at the end, looks like 4 attached HW sprites covering 64x55 pixels... so maybe using 16 colour HW Sprites for the big fist?
There is a glitch where the little fist flashes on and off on the first pass, so I'd guess the rest of the character is blitted as normal?

Given that the background is 3 colour, I would have initially expected that to be using HW sprites. I imagine there could have been a few different approaches.
Muzza is offline  
Old 18 October 2021, 09:28   #244
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by Muzza View Post
From the tiny bit of copper list I can see at the end, looks like 4 attached HW sprites covering 64x55 pixels... so maybe using 16 colour HW Sprites for the big fist?
There is a glitch where the little fist flashes on and off on the first pass, so I'd guess the rest of the character is blitted as normal?

Given that the background is 3 colour, I would have initially expected that to be using HW sprites. I imagine there could have been a few different approaches.
Yeah, very close.

The fist and the head are 16 colour sprites, the legs and upper body are both bobs in 5 bitplanes with the first two planes being cookie cut and the latter three straight copies.
mcgeezer is offline  
Old 18 October 2021, 09:38   #245
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,163
Ah cookie cut not on all planes. I'm using that too (on MsPacman).

And I also use CPU zero bitplanes in parallel of other plane blit. Does that speed up or chipmem access is the bottleneck and it's useless?

That plane trick defeats all generic engines and generic palettes... But it's worth it.
jotd is online now  
Old 18 October 2021, 11:01   #246
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by jotd View Post
And I also use CPU zero bitplanes in parallel of other plane blit. Does that speed up or chipmem access is the bottleneck and it's useless?
I think it depends if you're in hog mode or not. The quick look I had showed that when in hog mode with blitter clear ($1f0) I lost a lot of cycles.
mcgeezer is offline  
Old 18 October 2021, 12:55   #247
grond
Registered User
 
Join Date: Jun 2015
Location: Germany
Posts: 1,918
Quote:
Originally Posted by mcgeezer View Post
Yeah, very close.

The fist and the head are 16 colour sprites, the legs and upper body are both bobs in 5 bitplanes with the first two planes being cookie cut and the latter three straight copies.
Could you then perhaps move the fist and perhaps also the head relatively to the rest of the body to make it seem more of a typical Bruce Lee swaying fighting position? That could look cool.
grond is offline  
Old 18 October 2021, 15:32   #248
pink^abyss
Registered User
 
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 408
Quote:
Originally Posted by mcgeezer View Post
Yeah, very close.

The fist and the head are 16 colour sprites, the legs and upper body are both bobs in 5 bitplanes with the first two planes being cookie cut and the latter three straight copies.

Wouldn't straight blit/restore not be fast enough at 50fps? Just wondering..
pink^abyss is offline  
Old 18 October 2021, 16:12   #249
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by pink^abyss View Post
Wouldn't straight blit/restore not be fast enough at 50fps? Just wondering..
Nope, I didn't quite have enough time per frame (which was annoying).

I'm happy to send you the assets though if you want to have a quick crack at it?
mcgeezer is offline  
Old 18 October 2021, 17:24   #250
pink^abyss
Registered User
 
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 408
Quote:
Originally Posted by mcgeezer View Post
Nope, I didn't quite have enough time per frame (which was annoying).

I'm happy to send you the assets though if you want to have a quick crack at it?
I'm wrong. I should have done the math first instead of wise talking
It seems the image size is around 176x166. So the theoretical maximum would be around 176x120 for blit/restore... even 3 blits with minimum width instead of the whole rectangle would not be fast enough.
After doing a few amiga games i'm still puzzled how few data the blitter can shuffle. How can anyone do proper games with this hardware?

Last edited by pink^abyss; 18 October 2021 at 17:33.
pink^abyss is offline  
Old 18 October 2021, 17:41   #251
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Quote:
Originally Posted by pink^abyss View Post
I'm wrong. I should have done the math first instead of wise talking
It seems the image size is around 176x166. So the theoretical maximum would be around 176x120 for blit/restore... even 3 blits with minimum width instead of the whole rectangle would not be fast enough.
After doing a few amiga games i'm still puzzled how few data the blitter can shuffle. How can anyone do proper games with this hardware?
No worried! You should try coding an Atari ST, no blitter, no hardscroll... absolute pain.

See attached image for blitter time.

I'm looking at doing some plasma for the background as the 12 bit colour range on OCS doesn't do gradients justice.
Attached Thumbnails
Click image for larger version

Name:	blit.png
Views:	136
Size:	98.7 KB
ID:	73522  
mcgeezer is offline  
Old 18 October 2021, 18:47   #252
jotd
This cat is no more
 
jotd's Avatar
 
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,163
Quote:
How can anyone do proper games with this hardware?
by compromising everywhere probably! on colors, playfield size, memory... Yes, it's harder than it seems on paper.
jotd is online now  
Old 19 October 2021, 01:11   #253
lmimmfn
Registered User
 
Join Date: May 2018
Location: Ireland
Posts: 672
Quote:
Originally Posted by mcgeezer View Post
As i'm looking to release a playable demo soon for a magazine I started working on the title screen as the main game engine is just about done (still lots to do though).

[ Show youtube player ]

Anyone want to have a go at how I'm able to move that foreground over the background? The foreground is 32 colours.

Geezer
That looks mega cool, an idea would be to have Bruce's eyes move as he moves left/right(focused on the 1 point), it might be a lot of hassle to implement but may look cool also?
lmimmfn is offline  
Old 19 October 2021, 07:47   #254
aros-sg
Registered User
 
Join Date: Nov 2015
Location: Italy
Posts: 191
Quote:
Originally Posted by pink^abyss View Post
Wouldn't straight blit/restore not be fast enough at 50fps? Just wondering..

You don't need to restore if you use clean background (~restore buffer) as C source in blit (instead of C being ~screen buffer)


You could also copy-blit foreground object and restore destroyed background with 2-plane cookie cut of background using inverted object mask.
aros-sg is offline  
Old 19 October 2021, 08:48   #255
aros-sg
Registered User
 
Join Date: Nov 2015
Location: Italy
Posts: 191
Or you could hardware scroll the foreground and then only 2-plane cookie cut the background using inverted foreground mask.
aros-sg is offline  
Old 19 October 2021, 21:25   #256
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
A bit more work on the title screen.... just missing a couple of things now..

I couldn't get the grandients to look right due to them being only 12 bit so I settled on what I have.

[ Show youtube player ]

It needs a flashing "PRESS START" sprite at the bottom and then the sprite to move to the left for the menu to appear. Also when the dragon flashes I need some thunder sounds.

Edit: Updated with the "Press Start" caption.

[ Show youtube player ]

Last edited by mcgeezer; 19 October 2021 at 22:54.
mcgeezer is offline  
Old 19 October 2021, 22:14   #257
chadderack
Registered User
 
chadderack's Avatar
 
Join Date: Jul 2021
Location: Sandy, UT
Age: 55
Posts: 230
Quote:
Originally Posted by mcgeezer View Post
A bit more work on the title screen.... just missing a couple of things now..

I couldn't get the grandients to look right due to them being only 12 bit so I settled on what I have.

[ Show youtube player ]

It needs a flashing "PRESS START" sprite at the bottom and then the sprite to move to the left for the menu to appear. Also when the dragon flashes I need some thunder sounds.
Wow... that looks fantastic. Great work, both of you.
chadderack is offline  
Old 20 October 2021, 02:18   #258
lmimmfn
Registered User
 
Join Date: May 2018
Location: Ireland
Posts: 672
Quote:
Originally Posted by mcgeezer View Post
A bit more work on the title screen.... just missing a couple of things now..

I couldn't get the grandients to look right due to them being only 12 bit so I settled on what I have.

[ Show youtube player ]

It needs a flashing "PRESS START" sprite at the bottom and then the sprite to move to the left for the menu to appear. Also when the dragon flashes I need some thunder sounds.

Edit: Updated with the "Press Start" caption.

[ Show youtube player ]
looks excellent, moving fist is great
lmimmfn is offline  
Old 20 October 2021, 19:13   #259
malko
Ex nihilo nihil
 
malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 4,856
Quote:
Originally Posted by mcgeezer View Post
How many arcade machine games can you spot on this one?

First person to get them alll wins loads of Amiga Kudos.

[ Show youtube player ]

Geezer
By the way, what was the correct answer ?
malko is offline  
Old 20 October 2021, 21:24   #260
skyzoo73
Registered User
 
skyzoo73's Avatar
 
Join Date: Sep 2019
Location: Italy
Age: 50
Posts: 292
Fantastic this game is getting cooler, congratulations!
It would be nice to expand on the idea of further dividing the character into moving parts. For example, the left shoulder and the arm up to the elbow, make them move up and down, in order to mimic the classic Bruce Lee movements. But perhaps having all these moving parts is too much for the Amiga500.
skyzoo73 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
Kung-fu Charlies frikilokooo request.Old Rare Games 1 06 August 2023 20:20
Let's get Kung Funky saimon69 Music. Work In Progress 2 27 September 2020 06:47
Yie Ar Kung-Fu vs Kung-Fu Master - Which is Best? ZEUSDAZ Retrogaming General Discussion 10 20 September 2019 11:37
Bruce Lee - Master System port Retro-Nerd Nostalgia & memories 25 06 April 2015 20:56
Changing video port master clock BuckoA51 support.Hardware 4 24 June 2012 17:10

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 10:43.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.27227 seconds with 14 queries