emkay Posted April 22, 2018 Share Posted April 22, 2018 And some explanation. The Demo uses scrolling, which means a lot of cpu cycles lost by DMA. The PMg shows 20 3 color objects, multiplexed PMg, which means 40 moving objects by PMg . In parallel it shows up to 14 ? software sprites, AND it multiplexes a starfield in the background. Popmilo's demonstrations show just a static screen and fluent movement is shown with 6 objects. In clear words: Double scanline modes were not just a "little" better. It's like to speed the Atari up to 3 times. And there is no need for any discussion Quote Link to comment Share on other sites More sharing options...
TMR Posted April 23, 2018 Share Posted April 23, 2018 And some explanation. The Demo uses scrolling, which means a lot of cpu cycles lost by DMA. I haven't looked at the actual code, but because it only scrolls the landscape above and below the software sprites - sort of like how Matta Blatta is doing things - rather than beneath them I'd assume it's just done with characters and one LMS per scape which wouldn't steal anything extra on the DMA front. Popmilo's demonstrations show just a static screen and fluent movement is shown with 6 objects. But his software sprites are rendered over a background which isn't happening in the demo so you're pretty much comparing apples to oranges here... 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted April 23, 2018 Share Posted April 23, 2018 (edited) But his software sprites are rendered over a background which isn't happening in the demo so you're pretty much comparing apples to oranges here... Yeah, apples and oranges... The "Sprites" in the video were all animated. Also, Popmilo's demo uses a character mode, where the double scanline character mode won't speed up things that much. It's just a simple answer in that: If people allow any double scanline mode for the games, everything is possible. Also all games of this thread. Edited April 23, 2018 by emkay Quote Link to comment Share on other sites More sharing options...
popmilo Posted April 23, 2018 Share Posted April 23, 2018 But his software sprites are rendered over a background which isn't happening in the demo so you're pretty much comparing apples to oranges here... Yes. That's impressive demo. On the other hand my goal was not number of sprites or speed. It was how to make sprites that behave and look almost like real hardware sprites. Something universal that can be used in hundred games and not just single kind of shooter game. Of course double scanline modes will be faster. There's less bytes to erase, shift, draw... So here are examples with doubled scanlines. 12 sprites running in 50fps: char_sprites12_50fps.xex 24 sprites running in 25fps: char_sprites24_25fps.xex 12:6 and 24:14 is a decent speed up imho. 4 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted April 23, 2018 Share Posted April 23, 2018 Yes. That's impressive demo. On the other hand my goal was not number of sprites or speed. It was how to make sprites that behave and look almost like real hardware sprites. Something universal that can be used in hundred games and not just single kind of shooter game. Of course double scanline modes will be faster. There's less bytes to erase, shift, draw... So here are examples with doubled scanlines. 24_sprites_25_fps.png 12 sprites running in 50fps: char_sprites12_50fps.xex 24 sprites running in 25fps: char_sprites24_25fps.xex 12:6 and 24:14 is a decent speed up imho. Are you sure that the demo with 24 is running at 25fps? I ran both side by side, and the demo with 12 sprites completes 4 loops in the time the other completes one (2.5 seconds vs 10 seconds). Not criticizing - it's a very cool sprite engine you have created. 1 Quote Link to comment Share on other sites More sharing options...
popmilo Posted April 23, 2018 Share Posted April 23, 2018 Are you sure that the demo with 24 is running at 25fps? I ran both side by side, and the demo with 12 sprites completes 4 loops in the time the other completes one (2.5 seconds vs 10 seconds). Not criticizing - it's a very cool sprite engine you have created. 2.5s vs 10s sounds just about right. Demo with more sprites uses smaller step around the cirlce path, so it's twice slower. Multiply that with 2 frames to draw vs 1 frame and you've got your 1:4 ration of speed. ps. I wanted to show how smooth sprites can move in 25fps. This test was originally for a football game prototype. I have some nice 8x8 pixel footy players around here. Should be fun to put them on screen and make them run around 5 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted April 23, 2018 Share Posted April 23, 2018 This test was originally for a football game prototype. I have some nice 8x8 pixel footy players around here. Should be fun to put them on screen and make them run around Soccer? Please do it! 2 Quote Link to comment Share on other sites More sharing options...
popmilo Posted April 23, 2018 Share Posted April 23, 2018 Soccer? Please do it! You mean like this ? soccer.xex 3 Quote Link to comment Share on other sites More sharing options...
+Philsan Posted April 23, 2018 Share Posted April 23, 2018 Quote Link to comment Share on other sites More sharing options...
carlsson Posted April 23, 2018 Share Posted April 23, 2018 Make the background white, put the players in cute dresses and skates on their feet, and you might be working on a game about synchronized ice skating! 1 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted April 23, 2018 Share Posted April 23, 2018 Or a Premier League sim... leave them in trunks and watch them dive 2 Quote Link to comment Share on other sites More sharing options...
emkay Posted April 24, 2018 Share Posted April 24, 2018 So here are examples with doubled scanlines. If someone was doing a demonstration of synchronized players over double scanline software sprites, showing more colors and details. Possibly others would understand Quote Link to comment Share on other sites More sharing options...
+MrFish Posted April 26, 2018 Author Share Posted April 26, 2018 Another example of what masking can do for P/M's. Suddenly, single-color P/M's don't look too bad. 10 Quote Link to comment Share on other sites More sharing options...
popmilo Posted April 26, 2018 Share Posted April 26, 2018 Another example of what masking can do for P/M's. Suddenly, single-color P/M's don't look too bad. qbertscaled.png qbert1scaled.png Yeah For example players become 10 pixels wide just like that 1 Quote Link to comment Share on other sites More sharing options...
Level42 Posted April 26, 2018 Share Posted April 26, 2018 Another example of what masking can do for P/M's. Suddenly, single-color P/M's don't look too bad. qbertscaled.png qbert1scaled.png Me want ! 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted April 26, 2018 Author Share Posted April 26, 2018 Yeah For example players become 10 pixels wide just like that Kind of. Quote Link to comment Share on other sites More sharing options...
Level42 Posted April 26, 2018 Share Posted April 26, 2018 Hey look! We actually have Galaga and Exerion on the Atari computer! And an improved version of Galaxian. Why anyone wants to misrepresent the actual system these games are on, no idea. Actual system is a NES. Well, I'd kill for a Galaxian that good on the A8.... Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 6, 2019 Author Share Posted January 6, 2019 (edited) Another area where I think the Atari 8-bits have a deficiency is in Pool games. There's the Thorn games, Pool 400, and On Cue; these all lack in various aspects, such as pocket size, controls, or physics -- not to mention they're pretty dull graphically. I enjoyed playing Thorn Pool BITD, up to a point. Mainly the pocket size (too small) made it frustrating to pocket balls after a while. The controls were also a little on the touchy side -- for lining up your shot. So, I was thinking something loosely based on Side Pocket would be a good idea for the Atari 8-bits. It uses fewer balls -- which would take some load off processing -- and is generally quite playable for pool games of this era. This layout would use Antic 4 softsprites, with the 4 P/M's for underlaying some of them. Edited January 6, 2019 by MrFish 8 1 Quote Link to comment Share on other sites More sharing options...
256 colors Posted January 6, 2019 Share Posted January 6, 2019 Elite Damocles: Mercenary II Mercenary III: The Dion Crisis 1 Quote Link to comment Share on other sites More sharing options...
adam1977 Posted January 6, 2019 Share Posted January 6, 2019 Another area where I think the Atari 8-bits have a deficiency is in Pool games. There's the Thorn games, Pool 400, and On Cue; these all lack in various aspects, such as pocket size, controls, or physics -- not to mention they're pretty dull graphically. I enjoyed playing Thorn Pool BITD, up to a point. Mainly the pocket size (too small) made it frustrating to pocket balls after a while. The controls were also a little on the touchy side -- for lining up your shot. So, I was thinking something loosely based on Side Pocket would be a good idea for the Atari 8-bits. It uses fewer balls -- which would take some load off processing -- and is generally quite playable for pool games of this era. This layout would use Antic 4 softsprites, with the 4 P/M's for underlaying some of them. sidepocket.png sidepocketnumbers.png I would love to see Side Pocket for the Atari 8-Bit, it's one of my all time favourite games Quote Link to comment Share on other sites More sharing options...
BlueMoon_001 Posted January 6, 2019 Share Posted January 6, 2019 Another area where I think the Atari 8-bits have a deficiency is in Pool games. There's the Thorn games, Pool 400, and On Cue; these all lack in various aspects, such as pocket size, controls, or physics -- not to mention they're pretty dull graphically. I enjoyed playing Thorn Pool BITD, up to a point. Mainly the pocket size (too small) made it frustrating to pocket balls after a while. The controls were also a little on the touchy side -- for lining up your shot. So, I was thinking something loosely based on Side Pocket would be a good idea for the Atari 8-bits. It uses fewer balls -- which would take some load off processing -- and is generally quite playable for pool games of this era. This layout would use Antic 4 softsprites, with the 4 P/M's for underlaying some of them. sidepocket.png sidepocketnumbers.png I would love to see a pool game made by one of your modern wizards that know how to do all this fancy stuff on the Atari 8-bit computer. Is the Pool program complete yet? No one has really done a great full screen pinball game in years either. 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 6, 2019 Author Share Posted January 6, 2019 (edited) I would love to see Side Pocket for the Atari 8-Bit, it's one of my all time favourite games It's a neatly done game. There are some things I don't like about it; but they could easily be fixed. For one, I find the circus-sounding music to be rather weird. Also, it'd be nice to place the cue ball wherever you want -- when breaking, etc. Here's how some random ball placement would look... Edited January 6, 2019 by MrFish 3 Quote Link to comment Share on other sites More sharing options...
adam1977 Posted January 6, 2019 Share Posted January 6, 2019 Is that how it might look on the A8? Quote Link to comment Share on other sites More sharing options...
adam1977 Posted January 6, 2019 Share Posted January 6, 2019 (edited) Duplicate post, can someone delete this please Edited January 6, 2019 by adam1977 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted January 6, 2019 Author Share Posted January 6, 2019 (edited) Is that how it might look on the A8? Yeah, there are no big graphical tricks here. The idea for sprites would be pretty straight forward. Getting the physics right would be one of the most important things. Edited January 6, 2019 by MrFish 1 Quote Link to comment Share on other sites More sharing options...
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