Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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

Postby jotego » Sun Dec 03, 2017 10:39 am

Could you please share the download link? I cannot find it.


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

Postby Ragstaff » Mon Dec 04, 2017 2:04 am

I hardly engage in the ST scene or use my Atari's these days, not as much as I'd like to... this project is one of the things that keeps me coming back. Subscribed to the thread ;-)

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

Postby jotego » Sat Dec 09, 2017 9:35 am



Thank you very much. I see it is only the original demo. It is nonetheless absolutly impressive! I would have gone crazy for this when I was a teenager!
As an adult this kind of work actually motivates me to keep going for the best on my IC design job. Why? Because these things remind me of why I chose a career in electronics and what it means to do a good job.

Thank you Anima for inspiring us. And keep it up!

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

Postby cawley1 » Mon Jan 01, 2018 12:10 am

Hi,
Is there any way we can get the version that is working on the Falcon?
Would love to give this a try...

Thanks,
Paul

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

Postby Anima » Mon Jan 01, 2018 10:17 am

cawley1 wrote:Hi,
Is there any way we can get the version that is working on the Falcon?
Would love to give this a try...

I'll prepare another test version in the next days which is targeted for the Falcon. Please note that it will contain the same graphic assets as the Atari STE version.

Unfortunately the current renderer isn't compatible with the MC68030. The Blitter code is optimized for the Atari STE and so it needs some additional NOPs to satisfy the faster CPU timing on the Falcon. Also the fine scrolling requires a small fix. I hope that it'll work on MC68030 accelerated Atari STE machines as well. However, the upcoming test version for the Falcon will require 14 MB of RAM.

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

Postby Sturm » Mon Jan 01, 2018 6:08 pm

Cool ! I'm impatient !

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

Postby Estrayk » Wed Jan 03, 2018 2:39 pm

Anima wrote:I'll prepare another test version in the next days which is targeted for the Falcon. Please note that it will contain the same graphic assets as the Atari STE version.

Unfortunately the current renderer isn't compatible with the MC68030. The Blitter code is optimized for the Atari STE and so it needs some additional NOPs to satisfy the faster CPU timing on the Falcon. Also the fine scrolling requires a small fix. I hope that it'll work on MC68030 accelerated Atari STE machines as well. However, the upcoming test version for the Falcon will require 14 MB of RAM.


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

Postby dhedberg » Wed Jan 03, 2018 2:49 pm

Anima wrote:I'll prepare another test version in the next days which is targeted for the Falcon. Please note that it will contain the same graphic assets as the Atari STE version.

Can't wait! Hurry hurry! :-)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby cawley1 » Thu Jan 11, 2018 12:39 pm

Lol, checking back daily!

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

Postby MacFalcon » Thu Jan 11, 2018 7:51 pm

Great to see you keep up the good work!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Fri Feb 23, 2018 5:57 pm

Anima wrote:I'll prepare another test version in the next days which is targeted for the Falcon.

I suppose that the term "next days" was too ambitious. Some serious real life things got in between. Also it's quite hard to test the Falcon version on Hatari due to some incompatibilities; so I need more time testing on the real machine which is a bit inconvenient. So far there are some glitches in the background and the bus error handler needs some fixes as well.

However, the Atari STE has still the top priority and I am currently working on the dynamic sprite/tile loading routines.

Stay tuned...


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