Search found 305 matches
- Fri May 01, 2015 6:05 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
The car wasn't programmed very well. :wink: ah ok sorry for misunderstanding :oops: I'm don't really care too much about Rendering Ranger R2, because to me, it feels more like a tech demo than a game Yes you're right, and i take this game as exemple only because is interesting on a technical side,a...
- Fri May 01, 2015 5:36 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Ok, that's right so .. :wink: The branch is ok as i add +1 on the txa instruction for that reason (branch was taken). yes but you count a bne always for 3 cycles even if branch is not taken . It's confusing,i think you must do a branch always for 2 cycles and doing your tax 2+1. In fact you treat al...
- Fri May 01, 2015 5:29 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
My cycle counting may be a bit off but here's what i obtain: Yes, for exemple a branching instruction take 3 cycles if branch is take else is 2 . You also forget clc before adc and sec before sbc, it's not forced if you are sure that cary is clear or set before doing adc/sbc . limited to N = 30 max...
- Fri May 01, 2015 2:58 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Exactly. The game wasn't programmed very well. Why ??, this game is not the better ever, but a good game in average, but technicaly is very impressive . No slowdown, an impressive amount of sprites on screen, and a very good use of snes's special effects (very well placed). His big default is the s...
- Thu Apr 30, 2015 10:02 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Here, this is i call an impressive shmup (but may be i'am a fanboy too) :
https://www.youtube.com/watch?v=cu9nfj0X34g
It's a mod of thunder force 3(made by tomaitheous), but the original game was so close already ..
https://www.youtube.com/watch?v=cu9nfj0X34g
It's a mod of thunder force 3(made by tomaitheous), but the original game was so close already ..
- Thu Apr 30, 2015 9:34 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
It was more 6502 than 65816By the way Touko, where is the 65816 version of the code ? as we wrote it i remember...
All operations was done in 8 bit,and you used only the 6502 opcodes.
If you want the link : http://www.gamopat-forum.com/t66305-mei ... ouding-box
- Thu Apr 30, 2015 12:37 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Until multiple layers come in and they have too much stuff to not risk running into sprite overflow =P (that's probably the biggest weakness of the PCE, at least without the SGX add-on). Sound hardware is quite weak too but with some quick trickery you can get it to do some decent PCM output on mul...
- Wed Apr 29, 2015 3:11 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
What do the numbers on the bottom mean? (I guess that that's the number of cycles.) I explain like i understand it . first is init, load values in 68k registers . second cycles min if no collision third cycles if no collision with the first Y test fourth cycles if collision or not fifth if collisio...
- Wed Apr 29, 2015 2:33 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Ok i found stef's code . 8 lea 4(a7), a6 ; a6 point on parameters 12 move.l (a6)+, a0 ; a0 = player 12 move.l (a6)+, a1 ; a1 = enemies 12 move.l (a6), d7 ; d7 = numEnemies 4 subq.w #1,d7 ; d7 = numEnemies - 1 (prepare for DBCC instruction) 48 12+16 movem.w (a0)+, d0-d3 ; d0 = player.xmin... d3 = pla...
- Wed Apr 29, 2015 2:18 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
So wait, you guys in some other thread had 93 cycles for the 65816, but 250 cycles for the 68000 for collision detection? Yeah, this REALLY proves how much faster the Genesis is. I don't want to be the devil's lawyer, but his code is between 93 AND 250, it depends of some hazardous circumstances, i...
- Wed Apr 29, 2015 1:23 pm
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
You remember the number of cycles ? I though we even got lower than that and i remember i even wrote some piece of the 65816 code :D Yes i was under 93 cycles (may be 50/60) with some things (computing the bounding box ) when i move each sprites in main loop, and not all the job like i do with my c...
- Wed Apr 29, 2015 10:26 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
I just wrote out an algorithm on a piece of paper at work, and I calculated 99 cycles for collision. I'm surprised, because it's more than I thought. Not bad, stef's one goes between 93 and 250 cycles with a sorting part in main loop .. I was for 192 cycles with a very generic one, i use some indir...
- Wed Apr 29, 2015 7:58 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
I remember we already played with collision code with Touko on another forum but i can't find the post anymore :-/ Me too .. Yeah i know, you keep repeating that and i keep repeating you are wrong :p Stef, i'am not the first guy who tell you that GH is not that impressive technicaly speaking or in ...
- Wed Apr 29, 2015 4:44 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
Little action ? The bridge is depth shadowed and zoomed in real time, this single zoom is even more computation that anything happening in Axelay. You speak as if an entire image is zoomed . Even if it done in real time, it concern 1/2 tiles i think (only the roof ones),and seems performed on 2bpp ...
- Wed Apr 29, 2015 1:48 am
- Forum: General Stuff
- Topic: Decreased S-CPU Velocity: Real or Imagined?
- Replies: 379
- Views: 45885
Re: Decreased S-CPU Velocity: Real or Imagined?
You haven't seen Sonic 3D's IRQ handler for the special stages then, which is a monster (and looks like this). Yes i know, and i like it very mush :wink: But IMO it's not comparable to axelay for exemple, sonic is a little bit empty of actions, and in this case you can spend 150 cycles for that, is...