Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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

Postby EvilFranky » Thu Aug 24, 2017 5:37 pm

Great stuff Anima, good to see it on a real 8Mhz STE and 4MB RAM!

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

Postby CiH » Thu Aug 24, 2017 6:17 pm

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

Postby dhedberg » Thu Aug 24, 2017 8:15 pm

Hard to believe what I see! Imagine this being released during the first year of the STe. I would have upgraded it to 4MB right away! :lol:
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby keops » Fri Aug 25, 2017 1:42 am

So cool

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

Postby MM41 » Fri Aug 25, 2017 6:56 pm

I'am always surprised, great!!!

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

Postby Estrayk » Sat Aug 26, 2017 2:07 am

Impressive stuff Anima!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby calimero » Thu Aug 31, 2017 6:52 am

How did you solve game logic problem on 8MHz CPU?
You mention that original arcade board have faster 68000 that is almost entirely free for game logic.
Did you rewrite/modify game logic code from original ROM? From video I would say that game logic, enemies, works just fine (just without collision detection).
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dlfrsilver » Thu Aug 31, 2017 8:07 am

calimero wrote:How did you solve game logic problem on 8MHz CPU?
You mention that original arcade board have faster 68000 that is almost entirely free for game logic.
Did you rewrite/modify game logic code from original ROM? From video I would say that game logic, enemies, works just fine (just without collision detection).


Anima has not implemented the background playfield, so i guess he spared some cycles :)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Thu Aug 31, 2017 8:46 am

calimero wrote:How did you solve game logic problem on 8MHz CPU?
You mention that original arcade board have faster 68000 that is almost entirely free for game logic.
Did you rewrite/modify game logic code from original ROM? From video I would say that game logic, enemies, works just fine (just without collision detection).

The game code is still completely identical to the arcade machine and so the sprite/tile drawing, AI and collision detection routines are obviously not optimal for the Atari STE. In fact, the current state of this port is more like an emulator of the CPS-1 graphics processor running in a VBL routine which calls the game VBL code afterwards.

Btw.: the collision routine has been deactivated in the video using the original MAME "invincibility" cheat, i.e. without cheat the game is completely playable.

The main performance problem now is that the original code does not have to care about any speed limitations when it wants to display more sprites while maintaining a stable 60 Hz frame rate. They have even the time to animate the background tiles. So in conclusion the 12 MHz MC68000 CPU is challenged quite heavily in the worst case. I'll try to compensate the worst case with a speed throttle which limits the frame rate so that the gameplay stays fluid.

Edit to be correct: the whole code is not really identical but the instructions are. Only some addresses have been changed so that the memory mapped registers of the CPS-1 have been moved into a valid Atari memory range.

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

Postby matt » Fri Sep 01, 2017 12:10 am

Astonishing stuff. Keep it up!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Estrayk » Fri Sep 01, 2017 9:52 pm

Anima wrote:The main performance problem now is that the original code does not have to care about any speed limitations when it wants to display more sprites while maintaining a stable 60 Hz frame rate. They have even the time to animate the background tiles. So in conclusion the 12 MHz MC68000 CPU is challenged quite heavily in the worst case. I'll try to compensate the worst case with a speed throttle which limits the frame rate so that the gameplay stays fluid.


ANima, don't forget the owners of MegaSTE (16Mhz). Can be a good candidate for a perfect port too. :angel:
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby mzry » Sun Sep 10, 2017 12:14 pm

Will this become a full release?

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

Postby AtariCrypt » Sun Sep 10, 2017 12:22 pm

Estrayk wrote:ANima, don't forget the owners of MegaSTE (16Mhz). Can be a good candidate for a perfect port too. :angel:


I gotta second that :D :angel:
But incredible work Anima, keep it up!!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Ragstaff » Sun Sep 10, 2017 3:34 pm

I will third it ;-) But I realise the primary focus is the standard STE.
Great work again on this, as usual.

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

Postby Anima » Thu Oct 12, 2017 10:09 am

WIP: running through stage 1 to the first boss using the original MAME invincibility cheat on a genuine Atari STE, 4 MB, 8 MHz.


https://www.youtube.com/watch?v=ZWOHrtpAKlU


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

Postby dlfrsilver » Thu Oct 12, 2017 10:17 am

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

Postby TheNameOfTheGame » Thu Oct 12, 2017 12:40 pm

Amazing! I can't believe it is at 8Mhz! 8O

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

Postby marss » Thu Oct 12, 2017 12:51 pm

Unbelievable ;)

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

Postby FedePede04 » Thu Oct 12, 2017 2:06 pm

amazing... you truly a wizard
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby farvardin » Thu Oct 12, 2017 3:19 pm

yes it's awesome! Will you release a demo we can try?

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

Postby Anima » Fri Oct 13, 2017 7:59 am

farvardin wrote:yes it's awesome! Will you release a demo we can try?

Yes but at first I need to remove the original program ROM from my program due to (obvious) copyright issues so you have to obtain it from somewhere else (e.g. MAME). Also you'll need 4 MB RAM for sure to run these early public test versions.

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

Postby calimero » Fri Oct 13, 2017 9:20 am

Incredible!

Now there is no slowdown when bunch of birds attack you from tree! I just play original video recorded on MAME and speed is same (except boss fight)! This is insane! :D
I did not have a clue that STe can handle anything like this! I wonder if someone could make Amiga version... (if they manage to overcome RAM issues).

On Atari STe obvious lack of dual playfield remove possibility to get paralax scroll from Arcade version but maybe, Anima you could include background (paralax) graphics by "gluing" it to current background? Or at least clouds...?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Fri Oct 13, 2017 9:44 am

calimero wrote:Anima you could include background (paralax) graphics by "gluing" it to current background?

I know what you mean and I was thinking about implementing something like that already. Unfortunately this approach works only with generic, i.e. tileable background patterns. This is not always the case here so it wouldn't look right. Well, I'll have a look on what can be done in respect of the RAM requirements and performance to include a more detailed background, though.

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

Postby CiH » Fri Oct 13, 2017 5:46 pm

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

Postby Xerus » Sat Oct 14, 2017 7:09 pm

Every video we see a good progression, nice job.
The framerate is amazing for a small STE.
If you make a Falcon version, will you choose between a better framerate or keep this one and add the parralax?


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