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Running Games and Apps.

SAGA Spritespage  1 2 3 4 5 

Amiga 4Life

Posts 101
09 Jul 2019 01:29


Thanks...That's good stuff right there.. you can see programmers from the 80s had to be more creative and efficient in order to maximize the use of sprites....


Michael Borrmann

Posts 140
09 Jul 2019 05:55


Amazing stuff, Flype...!

These 32px 16col sprites are already quite a game changer on the Amiga.



Saladriel Amrael

Posts 166
09 Jul 2019 12:36


Philippe Flype wrote:

@Saladriel Amrael
 
  "I see a huge potential for cool Parallax scrolling effects here"
 
  Like that ?  :)
 
  EXTERNAL LINK 

Yeah, exactly like that
Impressive stuff, indeed!


A1200 Coder

Posts 72
09 Jul 2019 17:21


Philippe Flype wrote:

@Saladriel Amrael
 
  "I see a huge potential for cool Parallax scrolling effects here"
 
  Like that ?  :)
 
  EXTERNAL LINK 

Indeed, that is not possible to do with AGA sprites, though AGA sprites are also 32 pix (or 64 pix) wide with 15 colors. But not possible to repeat them like that, you can get only a single layer of 15 color sprites to cover whole screen with AGA sprites (repeating at 256 pixel intervals).

Would be very expensive to produce that effect if you only have a blitter or CPU to move memory around and no other HW assistance. With sprites it costs nothing.



Philippe Flype
(Apollo Team Member)
Posts 299
09 Jul 2019 17:44


Yes, this effect on the video cost like 0.00001% of the 080 cpu. I use it only (in the main loop) to poke the sprite headers VHPOS realtime, which is clearly peanuts.
 
AGA allows 32pix sprites, 15 colors (if we omit the transparent one), yes. But that needs you attach them, so that you ends with half sprites remainings. eg. for that you need 2 sprites superposed. SAGA's 32pix-16colors improvement is per sprite. No need to attach them, plus it can use its own palette, independant from the bitplanes palette.


Kamelito Loveless

Posts 259
09 Jul 2019 20:28


IIRC the sprite positions needed two HW registers to handle the sprite coordinates a word to support easily the coordinate of all resolutions will be better no?


Renee Cousins
(Apollo Team Member)
Posts 142
10 Jul 2019 03:42


Daniel Sevo wrote:

Speaking of Sprite Scaling..(@Peeri the sunlight)  SEGA did some cool hardware in late 80s (Model X, Model Y and finally System32 to name a few) Really strong sprite scaling abilities. Just look at say Galaxy Force 2, RailChase (Model Y board) from 1988. Amiga was still pretty fresh then, but this tech was kicking everyones ass at the time.
  Its pretty incredible to look at what they were doing with sprites back then.
  I wonder how much the SAGA could be extended to deliver such capabilities as the Model Y arcade board had in 1988.

Sprite scaling would be cool.



Renee Cousins
(Apollo Team Member)
Posts 142
10 Jul 2019 03:43


Philippe Flype wrote:

Yes, this effect on the video cost like 0.00001% of the 080 cpu. I use it only (in the main loop) to poke the sprite headers VHPOS realtime, which is clearly peanuts.
   
  AGA allows 32pix sprites, 15 colors (if we omit the transparent one), yes. But that needs you attach them, so that you ends with half sprites remainings. eg. for that you need 2 sprites superposed. SAGA's 32pix-16colors improvement is per sprite. No need to attach them, plus it can use its own palette, independant from the bitplanes palette.

Amazing work flype.



Philippe Flype
(Apollo Team Member)
Posts 299
12 Jul 2019 00:03


I've updated the parallax demo, so that it is more demonstrating of the new features.
 
Let's watch it first :
 
EXTERNAL LINK   
 
 
 
 
This demo ONLY use 8 sprites. Nothing more !!! Well OK a little the Copper because it is not Amiga without some Copper stuff :D

This makes heavy use of Sprites RE-USE feature, combined with the REPEAT-X new flag.

This allows use the same sprite for the TOP and BOTTOM parallax per layer.

The colored tubes are also sprites, with their own palettes, independant from the background.

This demo is 100% sprites, no bitplanes layer. There is room to add more stuff, but this test only focus on SPRITES.

I invit you to read the comments in the video.


Saladriel Amrael

Posts 166
12 Jul 2019 14:16


Now that makes me hunger for a new R-Type clone...




Thomas Blatt

Posts 200
12 Jul 2019 14:22


Yeah make a lot of games now


Gildo Addox

Posts 31
12 Jul 2019 14:31


Let's call Simone Bevilacqua: EXTERNAL LINK 
He could surely make a great game or make a special Vampire Version of SkillGrid.


Michael Borrmann

Posts 140
12 Jul 2019 19:47


Saladriel Amrael wrote:

  Now that makes me hunger for a new R-Type clone...
 

 
  Check Inviyya out...
  EXTERNAL LINK 

add/edit: Maybe I will do some special Vampire edition of that game... Would love to..


Kamelito Loveless

Posts 259
03 Aug 2020 12:46


Is this for all Vampire board or only V4SA?
  IIRC to access all horizontal positions you needed 2 registers, is this still the case? If yes maybe all the bits could be mapped to a new HW register so it’ll be easier to handle the Y coordinate while maintaining backward compatibility.
  @Flype Could you upload your examples source code again please the links are dead.


Robo Kupka

Posts 50
03 Aug 2020 18:24


Amazing demonstration Flype. That´s what I love on Amiga... do a lot with very little CPU code. SAGA improvements make so much more possibilities. Thank you.

Please... your pastecode.xyz links above dont work for me, our DNS servers cannot resolve that URL. I tried DNS in Netherlands, Germany too, always got DNS_PROBE_FINISHED_NXDOMAIN


John William

Posts 563
03 Aug 2020 22:18


This is why I choose V4 over V1200. The advantage of owning a V4 is huge!!


Roy Gillotti

Posts 517
04 Aug 2020 04:19


John William wrote:

This is why I choose V4 over V1200. The advantage of owning a V4 is huge!!

I'm pretty sure any V2 Vampire can do this as well...


Philippe Flype
(Apollo Team Member)
Posts 299
06 Aug 2020 19:25


Kamelito Loveless wrote:

Is this for all Vampire board or only V4SA?
   
...
   
@Flype Could you upload your examples source code again please the links are dead.

   
 
 
Re Up here (part of code, as example) :

EXTERNAL LINK   
 
Yes it is V4 only (some rev core at least) since it is non legacy chipset features.

V2 use the legacy onboard chipset.


Kamelito Loveless

Posts 259
06 Aug 2020 22:27


Thanks, how about the *.pal sprites include :)


Philippe Flype
(Apollo Team Member)
Posts 299
07 Aug 2020 07:31


Kamelito Loveless wrote:

Thanks, how about the *.pal sprites include :)

Or put all on my git...

Yes, will do that soon.

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