Chibi Akumas Episode 2: Confrontation! [game for CPC then MSX2]

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Por fernando.collazo.5682

Master (256)

Imagen del fernando.collazo.5682

16-12-2017, 22:08

Very impressive project! And please make a video I´m very curious how about everything is working together...

Por keith56

Master (162)

Imagen del keith56

16-12-2017, 23:49

PingPong wrote:

Hi, what kind of optimization have you done to increase the speed of msx 2 version since that the bottleneck is the VDP speed that cannot be optimized?

These optimizations only apply to the MSX2 version - not the V9990 one:
The bullets are all drawn by direct memory access, so there is no need to wait for the vdp, each bullet is two bytes - internally the game runs at a resolution of 128x192 (object position co-ords) - so there is no possibility of a bullet being 'half on a byte'
The background is drawn in strips, repeating tile strips (clouds, Mountains) are drawn with HMMM... solid fill areas are drawn with HMMV.
if while drawing the background, the VDP is busy - the CPU will use direct memory access to byte fill the gradient until the VPD is ready - it's kind of multitasking, once the VDP is ready again, the CPU will pause the fill job until next time
Some of the sprites are LMMM (with color 0 transparent)... for speed others where it is less important (middle of the screen) are HMMM (PSET - will erase the background)... this isn't shown in the screenshot - it was from a test build where all sprites were LMMM

I'll be doing video in a few weeks, I need to get the game engine at a state I'm happy with first, there's some glitches in the code, and the sprites themselves - and developing 3 different versions at the same time means everything needs doing 3 times!

Por PingPong

Prophet (3922)

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17-12-2017, 12:07

keith56 wrote:
ARTRAG wrote:

@keith56 if you do not want to spread the vdp copy commands across the main loop, you could try to put in parallel the vdp fill with the cpu fill.

Now that I hadn't thought of, interesting - I'll have to think if I can use it.

I've had a look at the bullet routine, I was wrong, the bullets are finished drawing by the time the next call occurs, so maybe it's worth splitting the job into two.

if you drawed the bullets by means of vdp commands, that's is inefficient. you give a lot of very short commands to vdp that move very small vram area, but the cost of setting up the vdp registers is higher than the cost of effectively moving the vram bytes. one full command setup requires 15 bytes write to vdp so the cpu has to put those bytes to achieve a small pixel move, say about 2x2 bytes. it will be probably faster to directly address vram from cpu and write the vram directly.

Por keith56

Master (162)

Imagen del keith56

04-01-2018, 12:31

Quick update on Chibi Akumas V1.666

The code for the game engine is basically done, and I've finished converting the 1st of 4 levels on MSX,ZX and CPC platforms.

As a bit of a treat, I've made an Animated gif of the 1st boss on Turbo-R with V9990!
1st Boss Anigif

It's the same on MSX2+V9990 - just half the framerate, on regular MSX2 the bullets are just dots, there's no foreground paralax, and the framerate is lower (still slightly faster than the CPC version)

Por erpirao

Paragon (1270)

Imagen del erpirao

04-01-2018, 14:03

Hi, I followed the project from the beginning watching how you get the point to V9938 / 58 along the way.

two quick questions:
1.- in the v9958 of the msx2 + and turbo R I suppose you have used the hardware scroll, right?
2.- When will there be a comparison video between versions ?, but without the 9990 (msx2, msx2 + and turboR)

PS, the v9990 is a beast processing graphics, not only in sprites, but the blitter that is about 9 times faster than the msx2.

Por keith56

Master (162)

Imagen del keith56

04-01-2018, 22:52

erpirao wrote:

Hi, I followed the project from the beginning watching how you get the point to V9938 / 58 along the way.

two quick questions:
1.- in the v9958 of the msx2 + and turbo R I suppose you have used the hardware scroll, right?
2.- When will there be a comparison video between versions ?, but without the 9990 (msx2, msx2 + and turboR)

PS, the v9990 is a beast processing graphics, not only in sprites, but the blitter that is about 9 times faster than the msx2.

The game does not use Hardware scroll or any of the features of the MSX2+, if it's played on the MSX2+ it will play the same as a regular MSX2... my priority was making a good game everyone could play, and I cannot justify spending development time on the MSX2+ when they are relatively rare & fairly expensive. it's my hope people who want the 'best' experience will buy a MSX2+V9990 - the difference between the regular MSX2 and Turbo-R is the framerate is slower, but the graphical quality is identical.

I realise some people would have probably liked me to use the 9958, but I have to be realistic, this game is being developed for CPC,CPC+,Spectrum, MSX2 and V9990 - It's already a nightmare to test and debug so many platforms - and adding msx2+ features could be the straw that breaks the camels back!

The game will be open source, so if anyone wants to enhance and improve the game for MSX2+ after I am done with it they are totally welcome to!

Just a note, all the graphics on 9938 and 9990 are software sprites - the game disables hardware sprites on 9938 for speed as it was not clear to me how they could easily be used.

Yes, I will do a comparison video, later, but making videos takes time, and the game is still in Alpha - so it's not really appropriate to do comparisons at this stage - I still have 3 levels and the cutscenes to do, and I want to push forward with that. once the game is all done, and at the 'debugging stage' I'll make some trailers and the like... at this stage I'm just releasing the odd teaser clip to try to build up enthusiasm about the games release... If you really want to see videos at this stage, they are available to my patreon backers.

Por Manuel

Ascended (18961)

Imagen del Manuel

05-01-2018, 00:14

Well, there are quite some people with a turboR and that one also has the V9958... so IMHO it could still be worth it. But, it's your game Smile

Por Grauw

Ascended (10623)

Imagen del Grauw

05-01-2018, 00:46

Only way hardware scroll would help is if the game had layers separated by screensplits, with level art specifically designed for those restrictions, and using sprites extensively in fast paced patterns. Like Pleasure Hearts, which was specifically made with V9958 capabilities in mind. But that would be a completely different type of game engine. Chibi Akumas’ multilayer scroll has overlapping elements and all characters and bullets are software sprites. There are only 32 hardware sprites, while the bullet sprays in Chibi Akumas show many more, even up to 1000 bullets for one particular end boss.

Por Grauw

Ascended (10623)

Imagen del Grauw

05-01-2018, 01:04

By the way, Keith, currently you support MSX2+V9990, but I think you could also support MSX1+V9990.

Por Maggoo

Paragon (1216)

Imagen del Maggoo

05-01-2018, 01:33

Looks amazing, can't wait to try it out!

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