
Looking forward to any new posts here.

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Well, I think it would be kind of doable today. At least Galaga 88 is a good candidate to have a look at.
hehehe Cho Ren Sha makes Falcon indistinguishable from a NeoGeo
A dualfield coloured version of Ghouls and Ghost arcade is a better candidate... xD
Yes, Anima executes the native arcade code... with a replacement of the video related code, amazing effort!dml wrote: ↑Fri Dec 04, 2020 6:48 pm Anima has already produced a version of Ghouls and Ghost with his super fast sprites and I think it is running a version of the real game code (?) as well, which probably has a strong influence on how the sprites/objects have to be drawn. From what I've seen though its pretty fast! and it is full game logic.
There are probably a lot of other good candidates which haven't been visited yet - I have a short list myself![]()
I disagree with that. All the Makaimura games work around two rounds to be able to got a secret weapon to beat the (real) final boss. If peoples have the time and skill to produce new levels from it, better to do a new sequel to the game.
Here is great reviewTotOOntHeMooN wrote: ↑Sat Dec 05, 2020 9:12 amI disagree with that. All the Makaimura games work around two rounds to be able to got a secret weapon to beat the (real) final boss. If peoples have the time and skill to produce new levels from it, better to do a new sequel to the game.![]()
hehehe... The same feeling when I discovered... the same...calimero wrote: ↑Sat Dec 05, 2020 11:22 amHere is great reviewTotOOntHeMooN wrote: ↑Sat Dec 05, 2020 9:12 amI disagree with that. All the Makaimura games work around two rounds to be able to got a secret weapon to beat the (real) final boss. If peoples have the time and skill to produce new levels from it, better to do a new sequel to the game.![]()
Ghosts N' Goblins (NES) - Angry Video Game Nerd (AVGN)
https://www.youtube.com/watch?v=94Y6y1MOoEo
(search AVGN for "true ending")
btw
what is correct syntax for including YT video on page?
I think the main problem will be the fact that the tools are x86 binaries. Although I recently had the main tool (agtcut) building on Linux and it should probably also compile for ARM (probably!). The source is in the repo.Anima wrote: ↑Sat Dec 05, 2020 9:19 pm I would like to add the AGT build tools in my Raspberry Pi "development device" since I have different platforms here from where I'd like to develop and it seems to be a real nightmare to get it running everywhere.
I'll check how far I'll get with the instructions from Dougs website.
Thanks for the info. I've got into some troubles as well with the x86 based DSP assembler I am using for my Falcon projects. Will check out tomorrow how far I'll get.
There are (see https://www.ghs.com/products/68k_development.html).masteries wrote: ↑Sun Dec 06, 2020 4:38 pm Are there current state of the art commercial compilers for 68k?
Usually I use commercial ARM compiler instead of GNU due to the code optimization and overall quality are far beyond free compilers.
Obviously, commercial ones can be expensive or hard to acquire... but I am curious about 68k
Its more than excellent progress!dml wrote: ↑Thu Dec 10, 2020 11:28 am I'm still gradually making my way through the sprite upgrades. Clipping this stuff is a nightmare!
However the progress has been good.
Here's a before/after using a worst-case sprite. Well not quite worst-case but a poor case for sure.
before.png
The sprite is a single 256x128 cut, with independent regions and an internal line gap. The old system could cope with internal line gaps but only where a component (column) has completely empty lines.
Previously a component was a 48-wide rectangle of any height (32-wide for the first/leftmost component). In the example sprite, 5 components were needed to cope with this shape (corresponding to the 5 green timing bands). The 48-wide optimization really helped here - it would have been 8 components for 32-wide columns!
The components/columns could be different heights, so time is saved per component. But still, fitting these circles into adjacent rectangles is not efficient.
Now look at the results for the new version...
after.png
A single component, rendered in less than half the time. This is the benefit of using arbitrary-length, offset spans instead of the fixed-width columns. Far less data being moved.
Some notes...
The improvement on small sprites is neglegable or zero - if the sprite is no wider than 32 pixels, there is no guarantee the offset spans are going to provide useful savings, except in a few cases. So for most of the AGT samples (which mainly use small sprites), there won't be much, if any speed gain. For sprites in this domain, Anima's method remains the optimial one.
The primary benefit with this upgrade is for big sprites. The bigger the sprite, the more time saved.
The clearing time here is exaggerated because it uses the default (rectangle) restore. In the second case, the clearing time is actually larger than the drawing time (!). There are smarter clearing methods in the engine - so for bigger sprites, this isn't necessarily the case. I just didn't want to complicate the test.
While the sprite uses only 1 colour, its still a 16-colour/4-plane sprite. No, I don't cheat for this stuff
I'm also working on a hybrid method which is similar to this, not quite as fast but requires less RAM and still way faster than the old method for big sprites. This will take a bit longer though, it is more complicated to implement.
Yes, and this part is now implemented