Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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

Postby CiH » Thu Nov 09, 2017 7:23 pm

So getting closer to complete gameplay. Nice work!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby catmando » Thu Nov 09, 2017 7:39 pm



Looking smooth :D

What are those glitchy horizontal lines that appear every now and again, will they be cleaned from the final release?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby calimero » Thu Nov 09, 2017 11:05 pm

this is 25 fps constant?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby wongck » Thu Nov 09, 2017 11:43 pm

I am blown away by the speed of the moving sprites. 8O
great work !!! :cheers:
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby marss » Fri Nov 10, 2017 7:49 am

simply superb

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

Postby Anima » Fri Nov 10, 2017 8:19 am

CiH wrote:So getting closer to complete gameplay. Nice work!

Well, actually the gameplay is complete; Yet the emulation of the CPS1 custom chips isn't. ;)

catmando wrote:What are those glitchy horizontal lines that appear every now and again, will they be cleaned from the final release?

It's due to the Blitter sprite routines and the fact that the screen memory areas (display, work and background) are stored in 64 kB pages. The screen display wraps at the line where the Shifter proceeds displaying the succeeding 64 kB page. A Timer B interrupt restores the high byte of the video counter to "jump" back to the previous memory page. So (at least some of) the lines are artifacts from the non drawing areas. So yes, that should be cleaned up in the final version.

calimero wrote:this is 25 fps constant?

No. The tile update and sprite drawing is limited for each frame to provide enough time for the gameplay logic to finish. So I guess that the frame rate varies from 50 fps to 12.5 fps most of the time and will drop to a lower value at certain places. The goal is to conserve the gameplay as good as possible on the Atari STE.

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

Postby dlfrsilver » Fri Nov 10, 2017 9:18 am

that's great :)

In fact, the main problem of the CPS system, it's the huge amount of ram needed for the games, otherwise, it's perfectly fine.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Fri Nov 10, 2017 10:08 am

dlfrsilver wrote:In fact, the main problem of the CPS system, it's the huge amount of ram needed for the games, otherwise, it's perfectly fine.

I think I have a good solution for the memory problem thanks to the HD file detection routines by Peter (AtariZoll). This solution is actually the reason why I mentioned that an Atari STE with 2 MB is the target for a port. I have tile/sprite streaming from the HD in mind. However, I'll address this after the CPS graphics emulation is being cleaned up of the glitches.

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

Postby Anima » Fri Nov 10, 2017 10:56 am

Short update: the graphics line glitch has been eleminated. :D

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

Postby FedePede04 » Fri Nov 10, 2017 11:10 am

some of you atari guys, are truly computer wizard, Keep up the good work :cheers:
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby calimero » Fri Nov 10, 2017 11:38 am

@anima it is Pera Putnik (aka Petari, AtariZoll) :)
It is really nice to see how different discoveries/technologies are combined into new achievements!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby rj1 » Fri Nov 10, 2017 11:53 am

Let us download :)


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