https://www.youtube.com/watch?v=YDwfwaBBMrw
Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
So getting closer to complete gameplay. Nice work!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Looking smoothAnima wrote:https://www.youtube.com/watch?v=YDwfwaBBMrw

What are those glitchy horizontal lines that appear every now and again, will they be cleaned from the final release?
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- calimero
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
this is 25 fps constant?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
I am blown away by the speed of the moving sprites.
great work !!!

great work !!!

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
simply superb
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Well, actually the gameplay is complete; Yet the emulation of the CPS1 custom chips isn't.CiH wrote:So getting closer to complete gameplay. Nice work!

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.catmando wrote:What are those glitchy horizontal lines that appear every now and again, will they be cleaned from the final release?
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.calimero wrote:this is 25 fps constant?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
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.

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
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.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.
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Short update: the graphics line glitch has been eleminated. 

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

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

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
Let us download 

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Could you please share the download link? I cannot find it.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
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
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!Brume wrote:It's there:
http://atari-forum.com/viewtopic.php?f= ... 50#p329758
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!
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
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
Is there any way we can get the version that is working on the Falcon?
Would love to give this a try...
Thanks,
Paul
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
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.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...
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.
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Cool ! I'm impatient !
Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
We are all expectant!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
Can't wait! Hurry hurry!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.

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Like demos? Have a look at our new Falcon030 demo It's that time of the year again, or click here to feel the JOY.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Lol, checking back daily!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Great to see you keep up the good work!
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
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.Anima wrote:I'll prepare another test version in the next days which is targeted for the Falcon.
However, the Atari STE has still the top priority and I am currently working on the dynamic sprite/tile loading routines.
Stay tuned...