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Old 30 May 2023, 20:04   #61
klx300r
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Great stuff lots of quarters were spent on Galaxian in the arcade
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Old 31 May 2023, 01:21   #62
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@jotd I could only test non AGA Games on real HW, so these ones work perfect with real hw a500 / gotek

galaxian.adf
Amidar 500 (2022-01-09)(jotd)[t +2 Flashtro].adf
MsPacman 500 (2021-10-27)(jotd).adf
Pacman 500 (2023-04-10)(jotd).adf
Scramble 500 (2023-02-20)(jotd).adf

Last edited by ransom1122; 31 May 2023 at 08:36.
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Old 31 May 2023, 07:29   #63
jotd
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thanks for this test. I had managed to test Scramble on A1200/020/nofast, and even MrsPacman on my A500 with a floppy !

Most of my "real hardware" tests are conducted with 1200/060 and 1200/020/nofast. Too difficult to write to a floppy that works and test on A500 that boots 1 time out of 5 (wrong contacts).
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Old 31 May 2023, 08:02   #64
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In Galaxian there are some gfx glitches on A4000/030
It is not noticable when I start the game but after playing a little they will show up.
It is like stripes.
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Old 31 May 2023, 23:04   #65
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I've posted a new version on itch.

Fixed 2 nasty bugs. Now the game is fully debugged, and the only really annoying bug is the stars glitch.

If someone has an idea of why it does occur. I think it's because I'm using dma-controlled sprites with multiplexed copper-driven sprites.

When I turn sprite dma on then the bug doesn't happen. I'm using sprites for player shots & explosions (to get one more color).
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Old 01 June 2023, 08:39   #66
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Galaxians500 - new beta:
[ Show youtube player ]
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Old 01 June 2023, 12:09   #67
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Quote:
Originally Posted by jotd View Post
Copper blits. I had forgotten that. Is there some technical detail about this and why it's fast?
You setup a copperlist that programs the blitter. You make it dynamic by copper jumps.
The performance increases because all blits run in parallel with the cpu and you need less cpu chipram writes. So you use much more of the available cycles.
In Tiny Bobble I grouped the blits by the width of the bobs. So I had only to change src,dst and size with the cpu and insert jumps to the next bob width list. The drawback is you need to make sure all your blits are finished in one frame, otherwise the setup gets very complicated.
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Old 01 June 2023, 14:14   #68
jotd
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Thanks for the details. I imagine that you have to time the CWAIT so the blitter has time to finish. So this is all running completely statically in the copperlist. This sounds great for static screen games with fixed blit "slots".

(for tile-based platformers I suppose that it's going to be really hard to achieve)

Also this method probably conflicts with other copper effects. You have to craft your copperlist very carefully.

Talking about carefully crafted copperlist do you have an idea for the sprites conflicts I have in Galaxian? (cf above)
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Old 01 June 2023, 14:41   #69
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Actual beta 02 works well on Apollo V4SA.
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Old 01 June 2023, 14:48   #70
tomcat666
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Quote:
Originally Posted by jotd View Post
I've posted a new version on itch.

Fixed 2 nasty bugs. Now the game is fully debugged, and the only really annoying bug is the stars glitch.
Still same speed with pistorm32
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Old 01 June 2023, 15:37   #71
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Quote:
Originally Posted by jotd View Post
Thanks for the details. I imagine that you have to time the CWAIT so the blitter has time to finish. So this is all running completely statically in the copperlist. This sounds great for static screen games with fixed blit "slots".

(for tile-based platformers I suppose that it's going to be really hard to achieve)

Also this method probably conflicts with other copper effects. You have to craft your copperlist very carefully.

Talking about carefully crafted copperlist do you have an idea for the sprites conflicts I have in Galaxian? (cf above)
Yes, you would make the copper wait for the blitter finish flag (beware the OCS bug about this).

You don't need fixed blit slots, but for the most optimal setup you would group same widths together. Each blit can still have variable height. You would setup a maximum number of blits for each width, as this minimizes the changes needed in your copperlist.

As you said, another drawback is that its not easy to still use the copper for something else (barrel scroll, color changes).

However, all the hassle does pay out if you have a lot of blits and code running in parallel. Its the most efficent you could get on OCS from my experience.

Regarding your sprite issues im afraid I have no answer, as there are too many variables... Sorry
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Old 01 June 2023, 23:09   #72
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Huge thanks to paraj, the stars issues is now fixed. I think this is the final update.

There are still things I'd like to fix/add but that'll do for now.
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Old 02 June 2023, 08:06   #73
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Duly noted. I think it should run on 512k+512k as it does run on winuae on that config. Maybe adding add21k or add36k hack programs could solve that.
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Old 02 June 2023, 08:31   #74
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So glad pistorm32 has a fallback mode to 020 which completely turns off pistorm32 so I can play it as jotd intended - normal speed Lovely port...
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Old 02 June 2023, 23:37   #75
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Ah, tried add36k and it failed first, until I reduce some sample quality. add21k allowed to run the exe without any loss of sample quality... I guess add36k is really too much

Going for add21k instead.

Updated itch.io adf file, it should be the same as Pascal version. Tested and runs well on 512/512 (winuae)

Last edited by jotd; 02 June 2023 at 23:57.
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Old 04 June 2023, 12:06   #76
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Lovely work. One small buglet nobody else seems to have spotted - when you insert a credit it says "BONUS GALIXIP FOR 07000". It should be GALAXIP, not GALIXIP, and there shouldn't be a 0 in front of the 7
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Old 04 June 2023, 18:09   #77
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damn you're right. It's the result of mainly a typo in the original transcode, and a non-accurate comment in that transcode which misled me. Fixed, will update one of those days.

I just had a play on the real machine and it felt great!
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Old 04 June 2023, 19:55   #78
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Good work!

Might be a slight issue with the ADF version though. Downloaded the latest version (from yesterday), and with WinUAE 5.0.0 Quickstart A500 (most common, most compatible, 1 floppy drive) it doesn't progress from the initial screen (it just shows the stars, but then stays that way). If I C+A+A it works on subsequent tries. Weirdly it doesn't seem to happen if I use "Restart" from the GUI, but it does even if I wait for the "disk hand" image and then insert the ADF. Seems to be the same in WinUAE 4.9.1.

Appears a bit like the Z80 code is stuck (without knowing the details about how the code works).
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Old 04 June 2023, 20:35   #79
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yes, I saw that issue. It seems related to low memory. But I don't know the root cause right now.
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Old 16 June 2023, 11:43   #80
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Here's the HOL entry: https://hol.abime.net/6975
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