8-way scrolling system for prototyping games on STE

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Estrayk
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Re: 8-way scrolling system for prototyping games on STE

Postby Estrayk » Fri Sep 16, 2016 6:46 pm

dml wrote:At 8mhz also, or only at 16?


16Mhz crashes before than 8Mhz. In 8Mhz mode I can test it during more time until the crash-bombs.

dml wrote:I notice you copied the prg from the auto folder, what happens if you just run the .tos which is already in the main dir?


Yes, yes, my fault, dont worry for that. :oops: I dont found .TOS in main root and I copied from auto. Its the same executable, right? :oops: :oops: :oops:
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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Fri Sep 16, 2016 7:17 pm

Yes its the same executable - just wondered if it might be related to mouse-hiding (the .prg normally boots from auto with mouse hidden, and .tos hides mouse automatically - but prg from desktop won't hide it).

In any case this is an unlikely cause - just not something i had tested.


So I ran tests here for several hours during the day on 2 systems (one with TOS 2.06) and saw no crashes. I have a feeling this is may be caused by some software or HD driver conflict on your system which I can't reproduce here.

I'll be getting test results from another MSTE+CosmosEx soon. If its caused by that combination it should show.

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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Fri Sep 16, 2016 10:37 pm

AGTRip tool now rips backgrounds from horizontal and vertical scrolling videos, with positive or negative scroll directions.

It should be able to do diagonal/8way with a few more tweaks (like specifying the starting offsets) but I'll push the current version for now.

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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Fri Sep 16, 2016 11:12 pm

Pushed.

The samples provided in the binary download aren't great but they do have tons of sprites moving on top so its a very tough test. The frames towards the start and end of the video receive the least cleanup - middle frames are better. So using a longer video gives better results. The included samples are quite short.

https://bitbucket.org/d_m_l/agtools/downloads

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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Mon Sep 19, 2016 5:39 pm

Have added some new sample game-mockups to the source repo. I can get one sample done in an evening more or less.

This look familiar?

ste.jpg


The engine code is close to an alpha now - I should be able to publish an early version soon. Mostly just fixing unfriendly things and adding new samples meantime.
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Re: 8-way scrolling system for prototyping games on STE

Postby AtariCrypt » Mon Sep 19, 2016 5:49 pm

Is anyone else drooling???

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Re: 8-way scrolling system for prototyping games on STE

Postby TheNameOfTheGame » Mon Sep 19, 2016 9:31 pm

*raises hand* (wipes drool from chin)

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Re: 8-way scrolling system for prototyping games on STE

Postby Ragstaff » Tue Sep 20, 2016 12:09 am

I'm expecting the next announcement to be something like "I have tweaked the AGTRip tool and engine to rip the background tiles, sprites, music, and enemy AI, and completely port any game to the STE from a youtube video. WARNING it's not perfect yet, need 480p video minimum. I have some ideas on how to improve that, watch this space"

EDIT - "it has an nasty bug where it will also port any games in the "suggested videos" across, squeezes it all onto one 720k floppy, and creates a disk menu containing all the games. Will try to fix when I get a chance, have been very busy lately!"

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Re: 8-way scrolling system for prototyping games on STE

Postby dma » Tue Sep 20, 2016 8:04 am

@Ragstaff :lol:

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Re: 8-way scrolling system for prototyping games on STE

Postby darklight » Tue Sep 20, 2016 8:07 am

Ha ha lol! That would be great, please implement immediately.
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Re: 8-way scrolling system for prototyping games on STE

Postby EvilFranky » Tue Sep 20, 2016 8:56 am

dml wrote:Have added some new sample game-mockups to the source repo. I can get one sample done in an evening more or less.

This look familiar?

ste.jpg

The engine code is close to an alpha now - I should be able to publish an early version soon. Mostly just fixing unfriendly things and adding new samples meantime.


Brilliant.

Funnily enough while reading this thread, Alien Breed was the game I was thinking would be great as a demo to show off what the engine could do in regards to 8-way scrolling.

Those Amiga fan girls will weep. Although I don't think Alien Breed is a particularly good game.
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Re: 8-way scrolling system for prototyping games on STE

Postby Atari030 » Tue Sep 20, 2016 12:46 pm

TheNameOfTheGame wrote:*raises hand* (wipes drool from chin)


Slober. And here....

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Re: 8-way scrolling system for prototyping games on STE

Postby calimero » Tue Sep 20, 2016 1:38 pm

@dml Will it move (aliens)...? :D
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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Tue Sep 20, 2016 4:55 pm

I've been doing quite a bit of work on the samples and engine API to make it easier to use. Have also optimized a bunch of stuff that wasn't performing well enough in 8-way mode.

Actually 8-way isn't a very good description. It can scroll happily at any fractional angle. Games just tend to be limited to 4 or 8 way due to the digital controls... so samples based on controller input will tend to be limited to 8 directions - unless the controller is analog of course

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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Tue Sep 20, 2016 4:56 pm

Sorry not much time to respond just now - trying to get this code ready for release and also busy with things generally...

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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Thu Sep 22, 2016 12:17 am

With a few tweaks and a new 8000x352 background (ripped from Thunder Cross), the h-scrolling shmup demo is now h- & v-scrolling.

The background now moves parallax with the player 1:2, giving a vertical play area of 704 pixels.

thumb.png


The changes to the source code to do this with AGT are very tiny - just a few lines! It costs a bit more to scroll, but not much. Still runs at 50hz.
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Re: 8-way scrolling system for prototyping games on STE

Postby Ragstaff » Thu Sep 22, 2016 4:48 am

Wow, can't wait to load that up and see it in the flesh!

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Re: 8-way scrolling system for prototyping games on STE

Postby dml » Thu Sep 22, 2016 9:44 am

The hacked-in bg art is fuzzy and inefficient to store so it consumes a lot of ram (needs 4mb to run this test). A properly optimized background - like the one used in the Alien Breed sample - makes a huge difference. That one has a bigger area and runs on a 512k STE.

Anyway this morning I grabbed a video with Hatari:

https://dl.dropboxusercontent.com/u/129 ... s-demo.mp4

Obviously a game using this would designed to use the bigger playfield - and I didn't modify the game - but it make a decent enough example.

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Re: 8-way scrolling system for prototyping games on STE

Postby troed » Thu Sep 22, 2016 10:15 am

dml wrote:it make a decent enough example.


You don't say :P

I know of at least three half finished games from demo sceners that were never released, but where a lot of the graphic assets were mostly complete. A ready made engine would take these a long way.

(Not to say anything will happen with the ones I personally know about specifically, but if I know about three then there must be a lot more ... )

/Troed

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Re: 8-way scrolling system for prototyping games on STE

Postby TheNameOfTheGame » Thu Sep 22, 2016 10:16 am

Nice! Never seen Thunder Cross before, but love the demo!

Looks like effects that would be on a Sega Genesis....wow!

I know I've asked before, but will the possibility of parallax layers be in the engine?

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Re: 8-way scrolling system for prototyping games on STE

Postby Anima » Thu Sep 22, 2016 11:52 am

Thanks Doug for this wonderful toolset.

It's not only about proving what that the Atari STE is being technically capable of, but it's also a demonstration why the Atari STE might have been the better Amiga.

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Re: 8-way scrolling system for prototyping games on STE

Postby dma » Thu Sep 22, 2016 11:53 am

Hey, maybe some zombie-Gauntlet rogue game could be imagined on such an Alien-Breed engine. :)

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Re: 8-way scrolling system for prototyping games on STE

Postby calimero » Thu Sep 22, 2016 12:37 pm

Anima wrote:It's not only about proving what that the Atari STE is being technically capable of, but it's also a demonstration why the Atari STE might have been the better Amiga.

But how this is more capable than Amiga OCS/ECS?
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Re: 8-way scrolling system for prototyping games on STE

Postby npomarede » Thu Sep 22, 2016 12:42 pm

calimero wrote:
Anima wrote:It's not only about proving what that the Atari STE is being technically capable of, but it's also a demonstration why the Atari STE might have been the better Amiga.

But how this is more capable than Amiga OCS/ECS?

I'm wondering the same, but don't want to start a sterile debate :-)
At least it certainly prooves that doug's engine is really efficient and that STE was far from being used to its potential by game publishers back then. But as for showing that it's better than Amiga, I wouldn't go that far :wink:


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