Search found 602 matches

by Anima
Tue Jun 27, 2017 4:29 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Along with the hand sorting, perhaps some load points within levels? I know it's a killer on a real floppy drive but an STE with 4mb and a hard disk / sd card is far more common than STE's with >4mb RAM Exactly. This will work only with an HD installation and loading data on demand at certain points.
by Anima
Tue Jun 27, 2017 10:19 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

That looks awesome . But ... somehow hard to believe that can be same on bare STE with 4MB. Maybe Exxos will make fortune now by selling accelerator/RAM expansion boards. Are you 2 together in this project ? :mrgreen: Seriously: OK for faster CPU needed for early test version, but why it needs 14 M...
by Anima
Tue Jun 27, 2017 2:28 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Thanks all. :cheers: Just a reminder: I will try to get it working on a standard Atari STE (8 MHz, 4 MB RAM). However, it'll be very, very hard and probably the last video is not appropriate for a real demonstration what to expect on the performance. The current tile drawing approach draws the tiles...
by Anima
Mon Jun 26, 2017 5:04 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Tile and sprite graphics test on an emulated Atari STE running at 32 MHz with 14 MB of RAM.
https://www.youtube.com/watch?v=hReqR8fxym8

by Anima
Sun Jun 25, 2017 3:30 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Short update with a first ingame screenshot showing background tiles:
Image
by Anima
Mon Jun 19, 2017 12:50 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

dlfrsilver wrote:Hello anima, what are the news on GNG ? :)

Actually the sunny weather slows everything down a bit. :cheers:
by Anima
Wed Jun 07, 2017 9:18 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

calimero wrote:What program did you use for remapping colors? I try with PhotoShop but results are far away from yours (with DawnBringers 16 colours palette).
Did you tune it manually ?

The sprite compiler does the remapping as well. It also creates mixed colours which will be drawn as a checker fill pattern.
by Anima
Wed Jun 07, 2017 8:19 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

It only costs 8 bytes per 16 pixels scrolled. 2 pixels a byte. You could scroll a very long time before you exceed 32kb. Scrolling vertically might get a bit fiddly though. Exactly. Unfortunately Ghouls 'n Ghosts has definitely rounds where it goes in both directions: http://vgmaps.com/Atlas/Arcade...
by Anima
Mon Jun 05, 2017 8:45 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

what about using two 64kb the screen areas, one of them shifted vertically? picked when needed in VBL, by changing the BLiTTER's upper 16bit destination address and SHIFTER's a high address register Interesting idea. However, as far as I understand I need to have another one for the work screen buf...
by Anima
Mon Jun 05, 2017 8:38 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

The real limit here is STE HW scroll. Agreed. That was exactly the main problem. I still have to try the "solution" on a real machine but I think it'll work. I have all code needed for direct FDC loading from floppy, what can be placed anywhere in RAM, and it needs only couple hundreds by...
by Anima
Mon Jun 05, 2017 8:13 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

So what % of speed do you gain in sending words to the blitter? I realise it's a very clever technique you have and not suggesting you abandon it, just curious Some calculations: :coffe: "Best case" Blitter setup with 16 bit addressing cycles: add #256-8,(a4) ; (4 + 4) + 4 + 4 (F + Rw + W...
by Anima
Sun Jun 04, 2017 2:05 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

This image gives a good idea about the 64 kB "virtual" display memory and the displayed area.
Image
by Anima
Sun Jun 04, 2017 1:35 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

instead "technical bottleneck" I would say it is "optimization side-effect" Thanks for the perfect description. Ah ok..... this is indeed quite tricky to handle..... do you think there is or are possible ways to use not a lot more CPU cycle and at the same time get the full 32 b...
by Anima
Sat Jun 03, 2017 10:39 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Another short update: one of the two biggest issues has been solved. The sprite drawing code uses 16 bit addressing for a faster Blitter register setup each line. This, however, limits the screen area to 64 kB. Horizontal scrolling would be possible to a certain extent but vertical scrolling is not....
by Anima
Tue May 30, 2017 4:15 am
Forum: Games
Topic: Cho Ren Sha 68k for the Atari Falcon030
Replies: 80
Views: 21996

Re: Cho Ren Sha 68k for the Atari Falcon030

Last weekend I participated in a retrogaming meeting in France called Retro Game Alpes 2017. Thanks for your short report and the photos. I'm glad to hear that you and others had fun with the "new" Falcon games. The falcon should have more good games, it's a great computer I cannot agree ...
by Anima
Sat May 20, 2017 8:26 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

That's an impressive universal palette (DawnBringer). I notice it doesn't match STE rgb bitdepth as the values use all 8 bits of R,G,B where the STE has only 4 bits. Did you have to edit the values further or did you just let it quantise down to 4? I guess quantising would be enough since its alrea...
by Anima
Fri May 19, 2017 11:38 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

It'll be hard anyway to create an optimal 16-color palete for only one level and it's sprites. Yes indeed. I think I've found a good one. Actually it's the "DawnBringers 16 colours palette" : http://www.atomic-skulls.de/temp/atari_ste_palette.png Here are some remapped MAME screenshots us...
by Anima
Fri May 19, 2017 11:07 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

dlfrsilver wrote:I'm at work, and i don't have access to irfanview, how many colors there are in here ?

Code: Select all

identify -format "%k\n" tiles.png
...says 551 colours.

Some colours might not be correct so this most likely only an estimate number.
by Anima
Fri May 19, 2017 5:32 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 78
Views: 7166

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Just a short note: I've got an error on the post build event while compiling the "agtcut" tool. Copying the result to "C:\FalconVFS\share\N\AGTsource\bin\." fails.
by Anima
Fri May 19, 2017 4:34 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Please add a CPU renderer mode to the game. It should open eyes to how effective the ST blitter is :D A comparison would be nice indeed. However, I don't have a CPU drawing code ready and I expect that someone would argue that I am not using the fastest one just to make the Blitter shine in this as...
by Anima
Thu May 18, 2017 7:07 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Update: background tiles extraction works now.
Image
by Anima
Wed May 17, 2017 8:49 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

WIP update: gameplay sprites stress test:


https://youtu.be/ltl_5hNbwI8

by Anima
Wed May 17, 2017 8:48 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

dlfrsilver wrote:Just as hint :

https://www.spriters-resource.com/arcade/ghoulsnghosts/

You'll see all the sprites seperated.

Level 1 sees :
[...]

Thanks. I'll have a look on that list for sure later on.
by Anima
Thu May 11, 2017 5:06 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Short update: all important MAME cheats (as a debugging help) have been added so I can check all levels with the new "teleport functions". Also a strange bus error access will now be handled correctly at the last stage.
by Anima
Thu May 11, 2017 7:24 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 154
Views: 15076

Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

calimero wrote:Btw could you use Dougs technique like in Metal Solider demo for pseudo more colors? Or it will take too much memory?

That technique would be perfect for arcade conversions but it needs twice as much data and this is not an option for at least the CPS ports. ;)

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