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TMR

Member Since 26 Feb 2003
ONLINE Last Active Today, 2:51 PM

Posts I've Made

In Topic: Side Scrolling Games on the A800

Today, 2:49 PM

View PostHeaven/TQA, on Sun May 27, 2012 2:25 PM, said:

TMR what is the single LMS all about?

S'just a matter of bumping the LMS once every X frames and drawing a new column in at whatever column of screen RAM is about to arrive at the right. =-)

View PostHeaven/TQA, on Sun May 27, 2012 2:25 PM, said:

Similar to MCS analmux described? (and I never went into it?)

Dunno, never understood it either!

In Topic: Side Scrolling Games on the A800

Today, 1:35 PM

View PostCreature XL, on Sun May 27, 2012 12:43 PM, said:

what about asking Exin? He can do original gfx and he knows the limits of the machine very well.

i've been chatting to someone in the background (s'cuse the pun) about it already... =-)

View PostCreature XL, on Sun May 27, 2012 12:43 PM, said:

To do the map you/he can use Charpad. I am pretty sure you know how to use its output, buf ig not I can help :)

i've always used the old version of Char Pad for the A8 and i've got a dedicated tool i wrote a while back for extracting CTM files that i fudged for it - it checks the attribute RAM in a tile and, when it finds a specific colour, it adds 128 to the relevant character so it's using the extra playfield colour. =-)

In Topic: Side Scrolling Games on the A800

Today, 1:23 PM

View Postemkay, on Sun May 27, 2012 12:21 PM, said:

Using 6 enemies.... to get flicker... 5 without flicker...

The engine handles six without flicker (it does happen for fleeting moments in the video) and i could add a seventh to the object pool without compromising stability at least for PAL.

And the whole thing is currently single buffer (sprites and backgrounds) but if i went over to double buffering and 25FPS movement it'd handle upwards of ten enemies with no problem - that just doesn't appeal to me as a developer though.

View Postemkay, on Sun May 27, 2012 12:21 PM, said:

On NTSC machines less than 10% CPU left.

That's not a worry to me really, i don't tend to target NTSC on the A8 and Energy Arc works more from luck than judgement!

View Postemkay, on Sun May 27, 2012 12:21 PM, said:

If a "beginner" of coding isn't aware of things like that, the game will never get finished.

Most beginners aren't aware of anything really, they just try things and then find themselves wondering why it's all flickery when the CPU load for one refresh takes longer than a frame. i've never met a programmer who didn't do engine tests or spend time working out rough cycle counts because they had those moments as a beginner where they'd dive in headfirst and have the project fall over - i'm the same and for everything i've shown there's usually three or four prototypes in my work folders that are stable but not quite what i wanted.

But anyone with even a little A8 experience under their belt has usually done the classic lda table,x / sta wsync / sta register loop during DLI and a more basic version of what Energy Arc does without colour changes or sneaky inline table reset can be done like that over a character-based screen as long as it doesn't go over 40 bytes wide (so 32 bytes wide with hardware scrolling or 40 bytes without) so getting something halfway working is pretty easy - then it's a matter of trying to figure out how to work around the one scanline in eight hiccups.

In Topic: Side Scrolling Games on the A800

Today, 6:22 AM

View Postemkay, on Sun May 27, 2012 5:45 AM, said:

Zybex is Gr.7 (mode D)... so Zybex-style to me doesn't mean charmode (5) to me .

Sorry, should've qualified that a little; when i said Zybex-style i meant it was running in bitmap mode.

Slight correction to what i said; the play area resolution of that engine in the video is 128x80 rather than 96, the older version had a bigger play area but i needed the extra RAM in the 4K block back for the scroller.

In Topic: Side Scrolling Games on the A800

Today, 6:20 AM

View Postemkay, on Sun May 27, 2012 5:27 AM, said:

As long as you keep the style of "Mirax Force" and 5 moving objects do well, it seems to work.

There's actually six enemy objects in Energy Arc but the waves only use five so they can overlap a little. If i were to go PAL only (and to be honest the NTSC compatibility was a fluke, i didn't plan for it!) i could probably push it up to seven or possibly eight enemies.

View Postemkay, on Sun May 27, 2012 5:27 AM, said:

Btw: 160 scanlines of 240 are used, just for the handling of the moving objects. On NTSC machines this means approx. 1/3 of cpu is left in the current state.

Nah, there's less time left than that because the code updating the game takes some of the rest. On NTSC there's probably about 20 scanlines left and possibly 40 for PAL.

View Postemkay, on Sun May 27, 2012 5:27 AM, said:

Quote

Edit: the single LMS thing was a phase i went through a couple of years back, i've also got a prototype Zybex-style engine (with a video here) that uses a 128x96 pixel play area and a single LMS with nine EORed software sprites over the top.
Half amount of screen content and 50% faster cpu...

More a case of wanting a contiguous screen RAM really, it removes the need for caveats in the software sprite engine without needing to force an LMS every pixel line.

View Postemkay, on Sun May 27, 2012 5:27 AM, said:

One explanation is the variation of the available sources, that vary to an "unsolvable" solution, if someone presumed the availabel CPU cycles and what is available when Antic si active.

Honestly, the basic sprite recycling in Energy Arc really wouldn't be an issue without a day or perhaps two of experimentation and there's really nothing that needs serious knowledge of ANTIC timing. Forget the colour splits and it's a logical next step from something like Thunderfox or Astromeda.