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Old 16 August 2017, 10:12   #221
vulture
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@nobody

added!

Gonna check Plutos on winuae and see if it's grey or green and report back.

Thx!
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Old 19 August 2017, 20:58   #222
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Ok, so Plutos' starfield layer is @25 but the gfx rolling over it are indeed scrolling @50. So, it stays as it's probably just a design decision to have some speed difference between those two.

Last edited by vulture; 13 August 2019 at 11:26.
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Old 19 August 2017, 23:16   #223
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Gravity-Force
Aunt Arctic Adventure
Sorceror's Apprentice
Snow Bros

come to mind
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Old 25 August 2017, 09:06   #224
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Will check those on winuae and add all grey ones, thx!
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Old 26 August 2017, 17:42   #225
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Sidewinder (FS)
The only thing that is 50 fps in this game is the your ship and your bullets. Everything else is 25 fps.
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Old 27 August 2017, 11:02   #226
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Scrolling too @25? Then I'll remove it. Thanks Hip!
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Old 27 August 2017, 19:13   #227
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My game Quasarius runs at 50 fps for most of the time. The "aliens" at the top of the screen don't update at 50 fps when the screen is full but it's just so they move slower and go faster as they are eliminated. When they are moving faster they are updating at 50 fps. All the rest of the game runs at 50 fps (Scrolling, main ship, player bullets, enemy bullets, missiles, the UFO at the top of screen, bonus pickups, etc)

And the game does slowdown a bit in some of the bosses (unexperienced coder, sorry , I am pretty sure I could do it better nowadays)


I know its a very simple game, does it count?
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Old 05 September 2017, 19:28   #228
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Hm, I wouldn't count purposely slow scrolling speed as part of the "not 50 FPS". Else you'd have to throw away basically every single vertical shooter They'd be too hard if they scrolled that fast, 50px per second is a higher speed than some may think...
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Old 05 September 2017, 21:58   #229
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@Shatterhand

of course it counts!

@Photon

You're right, that's why I try to factor in other stuff in those cases, ie Mega Typhoon scrolls horizontally at 50 fps and also vertically when it's boss time, hence a 50 fps game.

@all

I'll update the list soon with the latest suggestions, promise!

Last edited by vulture; 30 June 2018 at 00:17.
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Old 06 September 2017, 19:56   #230
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@Photon

You're right, that's why I try to factor in other stuff in those cases, ie Mega Typhoon scrolls horizontally at 50 fps and also vertically when it's boss time hence a 50 fps game.
Well I just meant that some games scroll slowly by design, i.e.:

1. If you're flying high above the ground it would look ridiculous if the ground zoomed past. Compare 1942. It just has to do with scale (basically the size of the main sprite vs game world).
2. If there are enemies as part of the background (cannons, tanks, even plain obstacles), then regardless of your altitude they would just zip past and all you'd have to do would be to slip past them easily (or crash into them without having time to see them which would be bad game design).
3. Some games have obstacles you have to shoot to get through. In Salamander, there's a part where you have to shoot through a solid wall of goo progressively and it grows back behind you. That was memorable and wouldn't have been possible if the sideways movement had been quicker. You wouldn't have time to shoot all the shots required to make an opening.

This happens on arcade even though the hardware is custom made for scrolling and it takes no CPU time to do so. So, some scrolling speeds are just a factor of the low resolution, or intended because of good game design.



For example, I would count Hybris as a 50 FPS game, even though it doesn't scroll at 50 FPS, but 50 divided by 2.

I would also call Snow Bros a 50 FPS game, even though it scrolls at a framerate of 50 divided by infinity!

The important thing is whether the game engine tick (time between world updates) is 50 FPS, and whether that is rendered faithfully enough to feel 50 FPS.
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Old 07 September 2017, 18:53   #231
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@Photon

Yes, I pretty much agree with everything you said.
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Old 17 September 2017, 14:15   #232
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List has been finally updated!
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Old 15 October 2017, 12:23   #233
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Can someone confirm Silkworm being a full 50 fps game?
It shows a solid green and gray bar for me.
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Old 15 October 2017, 13:56   #234
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You're correct about the grey/green bar, it's still a 50fps game as the green bar (25 fps) is for the parallax scrolling field and it needs to be at that rate for the parallax effect to show.
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Old 15 October 2017, 19:41   #235
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Ok, that makes sense.
I tried Apidya with the same gray/green bars and it was on the mixed fps list hence the confusion.
Thanks Vulture!
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Old 15 October 2017, 20:07   #236
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I think Apidya scrolls @25 and only the main sprite updates @50. But I could be wrong, that's from memory.
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Old 17 October 2017, 21:03   #237
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Added Suburban Commando to the list. Now, that's a neat little game and I didn't expect a budget title to have a nice engine like this. It's full 50 fps, keeps full frame rate at NTSC - hence also full 60 fps, parallax scrolling, almost full screen, quite a few objects on screen, fast scrolling and movement, music with fx and precise controls.
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Old 21 October 2017, 12:39   #238
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I've been trying to get the FPS bars to work, but despite reading the posts how to activate it in WinUAE, I have not succeeded.

So I have two small questions:
  1. Does this only work with a specific version of WinUAE? I am using 3.5.0 (2017.06.15) 64-bit.
  2. I added the "show_refresh_indicator=true" to my configuration. Is there something else I need to do?

I feel like I am missing something fairly obvious, but am still puzzled
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Old 21 October 2017, 13:04   #239
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Quote:
Originally Posted by roondar View Post
I've been trying to get the FPS bars to work, but despite reading the posts how to activate it in WinUAE, I have not succeeded.

So I have two small questions:
  1. Does this only work with a specific version of WinUAE? I am using 3.5.0 (2017.06.15) 64-bit.
  2. I added the "show_refresh_indicator=true" to my configuration. Is there something else I need to do?

I feel like I am missing something fairly obvious, but am still puzzled
Is your screen set quite wide? It appears in the far left if you have enough horizontal space, so try making a widowed mode 700 pixels or so for a standard 640 width res and see what happens.
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Old 21 October 2017, 16:16   #240
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I think Apidya scrolls @25 and only the main sprite updates @50. But I could be wrong, that's from memory.
You're right when it comes to the main levels, background scrolling is at 25hz, player and enemies at 50hz.

The -hidden- bonus stages in Apidya on the other hand also have the background scrolling at 50fps. (Haven't seen that mentioned before in this thread.)

An example is if you fly into the mole's hill after you killed the mole, you access the second bonus stage of the game, which has background scrolling at 50fps. Couldn't find a good youtube of it this quick, but it's this level:

[ Show youtube player ]

Wouldn't be surprised if Scene 5 of the main levels, the boss rush stage also has backgrounds at 50hz.

Great thread btw
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