16 December 2022, 20:25 | #1161 |
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@pipper - confirmed. The regular c2p for fullscreen uses a literal #232 still on around line 39 of chunky.s. This is why the HUD is working, except in the teleport version where it used FS_HEIGHT.
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16 December 2022, 20:27 | #1162 |
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How do we feel about using the 240 hack as an interim measure until we get to the very bottom of it?
I've updated the PR accordingly and included annotation specific to the hack. Last edited by Karlos; 16 December 2022 at 20:34. |
16 December 2022, 20:32 | #1163 | |
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Quote:
It was meant as a test to see how many parts of the code are affected and if there's a way to unify the rendering of the various sizes. |
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16 December 2022, 22:20 | #1164 |
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I know I am probably being thick but, where does the 232 height come from?
by that I mean why was it set to 232 and not 240? 256 screen height -16 pixels for the boarder = 240 |
16 December 2022, 22:42 | #1165 |
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240 is the height it should have been based on multiplying the original 192*160 view by 1.5. presumably this didn't leave enough space for the HUD so it got truncated a bit.
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16 December 2022, 23:48 | #1166 |
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no it is me being thick. I forgot that there is text at the bottom of the screen and so accounts for the extra 8 lines required. the text is just not output to the screen on the new builds.
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17 December 2022, 10:27 | #1167 |
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I think the original used a separate view for that, it was 640 wide.
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17 December 2022, 15:06 | #1168 |
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Damn. I have to say, I'm developing a certain sympathy for the original level designers. It's easy to criticise the original levels but damn it's difficult to avoid corrupting the PVS solution. I'm have been working a simple storage area. You know, big space, lots of stacked crates and such. Even following the rules to the letter you get the hall of mirrors issue even in areas nowhere near the bit you are working on.
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17 December 2022, 20:29 | #1169 |
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@pipper - raised an unrelated PR to eliminate old dead code (stuff commented out since first commit and stuff identified as unused and commented out in recent changes).
Last edited by Karlos; 17 December 2022 at 20:37. |
17 December 2022, 21:33 | #1170 |
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current build of main for ZyberSE to test on Pimiga 3 regarding issue #42
Last edited by abu_the_monkey; 11 June 2023 at 23:35. |
18 December 2022, 00:54 | #1171 |
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a couple of clips of issues flagged by ZyberSE
"Shaking" with JIT enabled Pimiga 3 [ Show youtube player ] this may be an emulator issue. "look behind key" in mouse control [ Show youtube player ] this is present in winuae, not tested on real hardware "look behind key" in mouse control [ Show youtube player ] this is present in winuae, not tested on real hardware |
18 December 2022, 01:40 | #1172 |
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@Angus
can you confirm that these issues are or are not present on a real amiga setup? |
18 December 2022, 01:54 | #1173 |
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Will do. Is this using the earlier build I've got or the one in post 1170?
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18 December 2022, 01:59 | #1174 |
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either I guess as I had noticed the 'look behind key' issue before the latest build but I think the '(' and ')' keys for pixel resolution are also affected in the same way.
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18 December 2022, 02:07 | #1175 |
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18 December 2022, 02:12 | #1176 |
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yeah they are not mapped by default which was confusing to me early on.
WHY WILL IT NOT CHANGE RESOLUTION! |
18 December 2022, 10:55 | #1177 |
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Those PRs are now merged.
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18 December 2022, 18:11 | #1178 | |
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Quote:
It all seems pretty stable visually with none of that dancing about shown in the youtube video. The rear view feature however does do the same strobe effect between both views, though. I noticed that if you "jab" the key briefly you can use it quite effectively as it goes to rear view and back in a controllable manner. My recollection is that in the original game t was just a "quick glance" feature that would not stick to rear view - but I may have mis-remembered.... |
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18 December 2022, 18:44 | #1179 |
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cheers Angus,
the 'strobe effect' when using the 'look behind key' only happens in mouse control, with joystick/keyboard control holding down the 'look behind key' locks you to rear view until you release it. this bug is present in the original Team17 release also. |
18 December 2022, 20:48 | #1180 |
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@Karlos
could you also apply the 'hack' (replace FS_HEIGHT with FS_C2P_HEIGHT) for screen positioning in the 2x1 1x2 and 2x2 modes? they suffer the same hud overdraw in the current 'main' branch |
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