Search found 614 matches

by Anima
Thu Aug 31, 2017 8:46 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

How did you solve game logic problem on 8MHz CPU? You mention that original arcade board have faster 68000 that is almost entirely free for game logic. Did you rewrite/modify game logic code from original ROM? From video I would say that game logic, enemies, works just fine (just without collision ...
by Anima
Thu Aug 24, 2017 3:50 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

calimero wrote:It looks great! You use same palate for entire map (everything we saw in video)?

Yes, so far only one palette (Dawnbringer) is being used for the whole game.
by Anima
Thu Aug 24, 2017 10:49 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

keops wrote:Anima: excellent. Do you have a page where you sum up the technical aspect of the project or your work in general ?

Sorry for the delay. The answer is: not yet but I'll give you details later on. ;)
There are still many things to do in real life so everthing here is slower than expected.
by Anima
Sat Jul 22, 2017 9:19 am
Forum: Coding
Topic: Inquiry about 'generated sprites' techniques used on the ST and the Falcon
Replies: 9
Views: 533

Re: Inquiry about 'generated sprites' techniques used on the ST and the Falcon

Cho Ren Sha for the Atari Falcon 030 uses the DSP to support the sprite drawing to reduce the bandwidth needed to clear (restore) the screen.
by Anima
Wed Jul 05, 2017 6:30 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

Very interesting project. Will faster machines take advantage and give more FPS in your port? Is it possible to add some kind of benchmarking attract mode with measured FPS rate at the end - I would like to try on our in-progress 030 STE card. + Yes! Would be great if the port would take advantage ...
by Anima
Wed Jul 05, 2017 5:59 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

Ok, it seems that the discussion is quite going to an expected direction. To calm down the audience I'll give you some facts: Any MC68000 equipped machine with a clock lower than 12 MHz won't be able to get a "arcade perfect" port. However, the reason to port this game to the Atari STE is ...
by Anima
Mon Jul 03, 2017 10:39 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

New update: gameplay demo running on an original Atari STE (8 MHz, 4 MB RAM):
https://youtu.be/TM0Y8E6v1qc

by Anima
Fri Jun 30, 2017 2:45 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

2. Copying and keeping copy of low RAM, together with TOS workspace, hard disk driver in high RAM, and swapping back when hard disk access is needed. That uses installed hard disk driver - and it is good. Bad is that it needs about min 200 KB RAM - if user has nothing resident, but is is rather 300...
by Anima
Fri Jun 30, 2017 4:47 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

calimero wrote:Thanks! I made small video from it using hatari, can I upload it to youtube or you will? :)

Go ahead and upload it. :wink:
by Anima
Thu Jun 29, 2017 8:26 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

calimero wrote:I am trying to find demo that Anima made with Final Fight sprites - I remember that there was MSA file uploaded on forum but I can not find it now :/

Here it is: viewtopic.php?f=26&t=31479&start=25#p317216
by Anima
Tue Jun 27, 2017 4:29 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

Along with the hand sorting, perhaps some load points within levels? I know it's a killer on a real floppy drive but an STE with 4mb and a hard disk / sd card is far more common than STE's with >4mb RAM Exactly. This will work only with an HD installation and loading data on demand at certain points.
by Anima
Tue Jun 27, 2017 10:19 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

That looks awesome . But ... somehow hard to believe that can be same on bare STE with 4MB. Maybe Exxos will make fortune now by selling accelerator/RAM expansion boards. Are you 2 together in this project ? :mrgreen: Seriously: OK for faster CPU needed for early test version, but why it needs 14 M...
by Anima
Tue Jun 27, 2017 2:28 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

Thanks all. :cheers: Just a reminder: I will try to get it working on a standard Atari STE (8 MHz, 4 MB RAM). However, it'll be very, very hard and probably the last video is not appropriate for a real demonstration what to expect on the performance. The current tile drawing approach draws the tiles...
by Anima
Mon Jun 26, 2017 5:04 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

Tile and sprite graphics test on an emulated Atari STE running at 32 MHz with 14 MB of RAM.
https://www.youtube.com/watch?v=hReqR8fxym8

by Anima
Sun Jun 25, 2017 3:30 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

Short update with a first ingame screenshot showing background tiles:
Image
by Anima
Mon Jun 19, 2017 12:50 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

dlfrsilver wrote:Hello anima, what are the news on GNG ? :)

Actually the sunny weather slows everything down a bit. :cheers:
by Anima
Wed Jun 07, 2017 9:18 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

calimero wrote:What program did you use for remapping colors? I try with PhotoShop but results are far away from yours (with DawnBringers 16 colours palette).
Did you tune it manually ?

The sprite compiler does the remapping as well. It also creates mixed colours which will be drawn as a checker fill pattern.
by Anima
Wed Jun 07, 2017 8:19 pm
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

It only costs 8 bytes per 16 pixels scrolled. 2 pixels a byte. You could scroll a very long time before you exceed 32kb. Scrolling vertically might get a bit fiddly though. Exactly. Unfortunately Ghouls 'n Ghosts has definitely rounds where it goes in both directions: http://vgmaps.com/Atlas/Arcade...
by Anima
Mon Jun 05, 2017 8:45 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

what about using two 64kb the screen areas, one of them shifted vertically? picked when needed in VBL, by changing the BLiTTER's upper 16bit destination address and SHIFTER's a high address register Interesting idea. However, as far as I understand I need to have another one for the work screen buf...
by Anima
Mon Jun 05, 2017 8:38 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

The real limit here is STE HW scroll. Agreed. That was exactly the main problem. I still have to try the "solution" on a real machine but I think it'll work. I have all code needed for direct FDC loading from floppy, what can be placed anywhere in RAM, and it needs only couple hundreds by...
by Anima
Mon Jun 05, 2017 8:13 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

So what % of speed do you gain in sending words to the blitter? I realise it's a very clever technique you have and not suggesting you abandon it, just curious Some calculations: :coffe: "Best case" Blitter setup with 16 bit addressing cycles: add #256-8,(a4) ; (4 + 4) + 4 + 4 (F + Rw + W...
by Anima
Sun Jun 04, 2017 2:05 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

This image gives a good idea about the 64 kB "virtual" display memory and the displayed area.
Image
by Anima
Sun Jun 04, 2017 1:35 am
Forum: Games
Topic: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE
Replies: 238
Views: 30050

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

instead "technical bottleneck" I would say it is "optimization side-effect" Thanks for the perfect description. Ah ok..... this is indeed quite tricky to handle..... do you think there is or are possible ways to use not a lot more CPU cycle and at the same time get the full 32 b...

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