Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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

Post by MegaSTEarian »

Ah, I see. Thanks for the update and for doing this for the community.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by calimero »

And if you make “sprite streaming” then it will require less then 4MB?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

calimero wrote: Sun Sep 05, 2021 1:54 pm And if you make “sprite streaming” then it will require less then 4MB?
The sprite streaming idea has no proof of concept yet so I cannot comment on that. I did some tests on how to read from files on the harddisk directly without using the OS, though. So far this works on ACSI and IDE devices already.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Cyprian »

Anima wrote: Mon Sep 06, 2021 8:10 am The sprite streaming idea has no proof of concept yet so I cannot comment on that. I did some tests on how to read from files on the harddisk directly without using the OS, though. So far this works on ACSI and IDE devices already.
Will it work on an emulated GEMDOS drives under emulator or different (non-Atari) partition type on the real hardware?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

Cyprian wrote: Mon Sep 06, 2021 8:46 am Will it work on an emulated GEMDOS drives under emulator or different (non-Atari) partition type on the real hardware?
As long as the hardware is connected to the ACSI or IDE interface it should work. At least I think it should work since I still need a working test program. ;)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by masteries »

FYI: I tested sprite streaming using AGT, it worked, but really not used yet in the Metal Slug demo.

As well; if you are using preshifted sprites, a good way to decrease the needed RAM, is to store only the needed preshifts;
if an enemy moves 2 pixels at a time, store only 8 preshifts of this sprite frame, instead 16 preshifts.

EMX2 from DML acts in this way, as well this sprite format is based in your work :)
The inner mastery...

Metal Slug for Atari STE: https://www.youtube.com/watch?v=FMrdjrrtxWo
https://www.youtube.com/watch?v=hgW6Fc5Jli0

Low Cost Hard Disk for Atari ST/E (now it reaches 1 MB/s reading and 700 KB/s writing):
viewtopic.php?f=33&t=40018
https://www.youtube.com/watch?v=Qn9IwKo-EoA
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by Anima »

masteries wrote: Mon Sep 06, 2021 11:11 am FYI: I tested sprite streaming using AGT, it worked, but really not used yet in the Metal Slug demo.

As well; if you are using preshifted sprites, a good way to decrease the needed RAM, is to store only the needed preshifts;
if an enemy moves 2 pixels at a time, store only 8 preshifts of this sprite frame, instead 16 preshifts.

EMX2 from DML acts in this way, as well this sprite format is based in your work :)
Thank for the info. In fact, I already have read about the size optimisations in the AGT thread. ;)

Unfortunately I cannot use it because the arcade program ROM is located in the same space which "kills" the OS completely. Also the drawing routines are optimized to match the CPS sprite and playfield structures.
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by masteries »

Anima wrote: Mon Sep 06, 2021 2:04 pm
masteries wrote: Mon Sep 06, 2021 11:11 am FYI: I tested sprite streaming using AGT, it worked, but really not used yet in the Metal Slug demo.

As well; if you are using preshifted sprites, a good way to decrease the needed RAM, is to store only the needed preshifts;
if an enemy moves 2 pixels at a time, store only 8 preshifts of this sprite frame, instead 16 preshifts.

EMX2 from DML acts in this way, as well this sprite format is based in your work :)
Thank for the info. In fact, I already have read about the size optimisations in the AGT thread. ;)

Unfortunately I cannot use it because the arcade program ROM is located in the same space which "kills" the OS completely. Also the drawing routines are optimized to match the CPS sprite and playfield structures.
Understood, excuse me if I obviate that your game is really the arcade game, with a replacement of the drawing and sound routines.
A CPS game running natively... :)
The inner mastery...

Metal Slug for Atari STE: https://www.youtube.com/watch?v=FMrdjrrtxWo
https://www.youtube.com/watch?v=hgW6Fc5Jli0

Low Cost Hard Disk for Atari ST/E (now it reaches 1 MB/s reading and 700 KB/s writing):
viewtopic.php?f=33&t=40018
https://www.youtube.com/watch?v=Qn9IwKo-EoA
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by koji77 »

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

Post by HospesSTE »

Anything new on the topic?
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Post by andresvettori »

Hi there! I'm trying to find the latest version for a real STE with 4MB (found the first test version but I guess there is something newer) and the published link doesn't work anymore.

Thanks in advance!

Agv
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