10 January 2021, 10:46 | #41 |
With MMU and FPU!
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Fantastic!
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10 January 2021, 10:48 | #42 |
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Awesome way to start the new year!
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10 January 2021, 12:06 | #43 | |
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Quote:
This works but trades CPU time to save space. I think Battle Squadron worked this way (it has 25hz BOB updates). However, with many tiny blits your blitting becomes this way much slower on A500. So it was not an option for us. If you have a game with few and large blits then it may be an option. |
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10 January 2021, 12:07 | #44 |
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10 January 2021, 12:14 | #45 | |
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OS is disabled but you can return any time. For compression i use Doynax (like in Tiny Bobble) which is a good tradeoff in speed/size. |
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10 January 2021, 13:40 | #46 |
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then compress the lower OS pages to back it up and use this space. Uncompress when quitting.
That can fail but with all the zeroes in the first OS pages you can save a few kb. |
10 January 2021, 13:50 | #47 |
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OMG!!! A dream comes true !
Feel free to ask me for a hand on play-testing it ! |
10 January 2021, 13:50 | #48 | |
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haha.. nice idea .. well, i think there are more controllable solutions that also have more leverage. For instance, a simple solution is to convert images to 8bit chunky, instead of planar. This gets you usually much better packing ratio. For images like the title screen this is an option. I used that trick for almost all graphics in the CODA intro, otherwise it would have not been possible in 64k. |
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10 January 2021, 14:07 | #49 | |
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Have you tried an utility similar to my addchip? (a custom boot block that give you maximum chip memory at start) |
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10 January 2021, 14:28 | #50 | |
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Thanks for your help, good idea, but i want to have the game executable on A500 without extra startup. It's not a big issue, there are still opportunities to get those 3kb in code i think. |
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10 January 2021, 14:42 | #51 |
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EDIT: Sorry! I don't want to risk derailing this thread, that is in the News section.
It's better to avoid technical stuff Last edited by ross; 10 January 2021 at 17:14. |
10 January 2021, 14:54 | #52 |
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I forgot! Congratulations for this new project, incredible as usual
Last edited by ross; 10 January 2021 at 17:19. |
10 January 2021, 15:34 | #53 |
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This looks great, and that title screen is superb. Thanks for all the hard work creating these "tiny" games Pink!
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10 January 2021, 15:37 | #54 |
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10 January 2021, 17:27 | #55 | |
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For coders here some compression stats comparing LZ compression for a detailed pixeled image in planar or 8bit chunky format: Source: 256 x 224 (5 Planes, interleaved) Size: 35840 bytes Doynax compressed Ratio: 36% reduction 8bit Chunky Doynax compressed Ratio: 55% reduction tldr: Use 8bit chunky for compressing planar images if you need ~50% better compression ratio. Non interleaved may yield differerent results. |
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10 January 2021, 17:29 | #56 |
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Looks fantastic, cant wait
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10 January 2021, 18:14 | #57 |
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That's excellent news!
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10 January 2021, 18:47 | #58 |
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This is very exciting news. If I am doing games like this in a years time then I'll be a happy bunny - you are coding machine!!!
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10 January 2021, 19:11 | #59 |
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10 January 2021, 20:01 | #60 |
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I'd read that in your Coda scroller. Hannibal's Kingcon had an option for saving chunky but it doesn't appear to be implemented. Before I try and edit the source to do it what did you use to convert to chunky?
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