01 December 2021, 11:19 | #1541 | |
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[ Show youtube player ] As you mentioned the swapping is slow but is fine if done at the start of the level. |
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01 December 2021, 15:16 | #1542 | |
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Double Dragon looking sweet, crazy good work there by electriccafe! |
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01 December 2021, 22:51 | #1543 | |
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*EDIT Ignore, I think I broke something at same time as updating Last edited by UltraNarwhal; 02 December 2021 at 00:32. Reason: Not an error |
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01 December 2021, 22:56 | #1544 |
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I think Add21k just closes the Workbench screen before opening the program and opens it again when it's done.
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02 December 2021, 01:44 | #1545 | |
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Yes, that's what I meant, I'm just starting to see the limitations with large bobs, and I was wondering if there's a way to skip frames to keep the speed of the game at least, just for a test. Thanks for the updates to the engine!! keep them coming! PD: Does anyone wants to start a Discord channel for helping each other develop games with this engine? If @earok is ok with it I've created a server, invite link here: https://discord.gg/3BAxHDAY Please let me know what you think. Last edited by amigaosx; 02 December 2021 at 01:59. |
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02 December 2021, 01:46 | #1546 | |
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I have this same issue, although the game runs fine after the warning. |
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02 December 2021, 06:11 | #1547 |
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Latest update:
- For AmigaOSX and UltraNarwall: Add21K is optional and off by default, though again you may need to delete your output folder. Note that the only situation in which it'd actually recover any memory is if you're running Kickstart 1.3 (which always opens the CLI even if you don't call it, so it's off by default and basically just there if you're making an A500 game specifically). - For ElectricCafe: Fixed incompatibility between CameraBox and Camera Interpolation commands - General: The time taken to do a paletteswap should be lower if you're doing a bunch on the same animation concurrently. Though the time taken to swap a single color will be the same as before. @AcidBottle it is sounding like an engine bug rather than something you've done, I don't suppose you'd mind giving me a copy of the game where the bug can be demonstrated at the start? |
02 December 2021, 09:09 | #1548 | |
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02 December 2021, 12:06 | #1549 | |
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I've tested this with and without the Interpolation on - so it's something else breaking 25hz timings |
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02 December 2021, 12:31 | #1550 | |
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Think there is something wrong with the Scorpion builds after the 29th November though, I now get a not enough memory error to load .img after my title screen (exe2adf complile loads it fine). Checking memory on title screen in 29/11 build I have 24KB, latest build only 18KB. |
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02 December 2021, 13:03 | #1551 | |
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Last edited by Mixel; 02 December 2021 at 13:54. |
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02 December 2021, 13:52 | #1552 | |
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Yeah, I imagine. This was just an idea I had as I think this thread is getting huge, and with no documentation yet there's no other way that to ask here. Let's see what earok thinks. |
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02 December 2021, 22:14 | #1553 |
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@UltraNarwall the amount of memory used by Scorpion is going to go up and down, mainly up as new features are added and there's optimisation done (in particular the inlining of functions which improves performance but increases the size of the executable).
Having said that, it should only be the amount of slowram memory increasing, chipram should be more or less the same as it always was, and there are some upcoming fixes for chipram usage that should reduce the amount of chipram used by 10K or so. If anyone runs a discord, I'm OK with that. There may be an official one sooner or later but I'm certainly not opposed to any unofficial ones. |
02 December 2021, 22:28 | #1554 | |
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It was just the weird behaviour of running via 'Run in WinUAE' button crashing with not enough memory, but via EXE2ADF file memory is fine. Also how do I get a .dmp file that the 'Convert Dump' asks for? |
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02 December 2021, 23:15 | #1555 |
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"Run in WinUAE" does run it from a virtual hard drive as opposed to a virtual floppy disk, that could be the reason why it's burning up more memory. It'll be worse on Kickstart 1.3 than other Kickstarts due to the CLI opening automatically issue.
My usual way of getting the debug dump is to assign the D key to the "debugdump" function. |
03 December 2021, 03:27 | #1556 |
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Latest experimental update:
- Some improvements for chipram usage (specifically, the buffers are a little smaller), didn't test extensively and results will vary but save around 10K chipram on the game I tested. Results will be higher on games that have smaller levels on either axis. - Major new feature is "Cache Maps". What this basically means is that the last map you've loaded is cached into memory, so if you need to restart it (after losing a life etc), it won't reload from disk. This does come at the cost of memory but Scorpion maps compress very tightly (Amigo the Fox maps are approx 5KB when implode compressed) and it's from slow ram. It is off by default, and it's highly recommended that you use it in conjunction with Implode (otherwise you'll be wasting a bunch of RAM). Edit: Checked in some emergency fixes for audio and chipram usage Last edited by earok; 03 December 2021 at 07:52. |
03 December 2021, 15:43 | #1557 |
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Ahh, excellent new features!
Not sure when it happened but i have a new graphical glitch re: parallax, but it's only on "IsCloud" slices.. its.. slightly to the left, leaving a black chunk at the right? Ed: it's the black box to the right of the moon. |
03 December 2021, 20:32 | #1558 |
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03 December 2021, 22:02 | #1559 |
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Fixes for experimental for today:
- Distorted audio fixed (as an aside, audio is now trimmed so all silence is removed at the start and the end, not sure if this could cause any problems or not) - Fixed issue with copper right edge - Fixed the badly broken z-sorting - Fixed sprite ordering. I'm hoping this doesn't have any flow on effects interfering with parallax etc but so far it seems to be OK --- Started working on a beat em up demo for the unofficial repo, should be out in maybe a day or two. |
03 December 2021, 22:33 | #1560 | |
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