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11
Technical Support / Re: 6128+ Scart Question
« Last post by Bryce on Yesterday at 15:33 »
12
Other retro / Re: Retro Rant - Gaming Review Youtube Channel
« Last post by Otto on Yesterday at 15:19 »
(while listening to the Atari ST version of the music...wow, is that the AY?!?)
The British musician, the late Richard Joseph, used samples (or is it one sample containing all the music?) for the Atari ST version, derived from his Amiga four channel sample sound. So it's not straight AY sound but needs (a lot of) CPU power to do samples on the AY. But still it sounds cool, and that's the point.
 
Another great ST soundtrack you find in Turrican II for the Atari ST. Here the German musician Jochen Hippel mixes pure AY sound with AY samples to bring Chris Hülsbeck's Amiga four channel samples to the ST. I think during the title he uses sample sounds which need (a lot of) CPU power to do on the AY, and for the in-game music he uses pure AY sound which cost hardly CPU cycles.

So much from memory...
13
Other retro / Re: Retro Rant - Gaming Review Youtube Channel
« Last post by Gryzor on Yesterday at 15:07 »
wow, is that the AY?!?


Yup, and not even on a fancy-pants STe wits its DMA. The ST could output much better sound that is generally believed...

...ahhh and now I'm listening to it again.
14
Games / Re: Quick question on Renegade/Target Renegade graphics
« Last post by Gryzor on Yesterday at 15:06 »
You forgot the Sopranos :D
15
Games / Re: Who wants to make a MMOG for CPC?
« Last post by Sykobee (Briggsy) on Yesterday at 15:04 »
It depends on the latency between the server and the CPC and the payload size.


The server would trigger the enemy attack (as it could host the AI, offloading it from the CPC), and send the message to the CPC regarding the attack. The CPC scans the network system in its game loop which may be multiple frames. It parses the message, calls the appropriate handler for an attack, and then triggers the client-side actions (animation, sounds, messages - these would be in sync for the player at least). The player then would have some reaction time depending on the weapon used, to defend/flee. That defence would then be sent to the network, then onto the server, and the server should add some leeway to cater for latency.


The server wouldn't send each frame's movements though. You only need to say "timestamp1: mob7 casts fireball from x,y in direction dx,dy" for example, and the clients should animate mob7, add the fireball entity, play fireball sound, and then continue to move it independently. The server will check for collisions, and send "timestamp2: fireball hit player3 at x,y" if the server determined it hit the player, or if that player did react in time "timestamp2: player3 raises shield / casts protect / etc" + "timestamp3: fireball fails at x,y".


The client is pretty much only merely maintaining state for each entity (player/creature/door/item/projectile/etc) in the game (that it needs to be aware of), and rendering it appropriately, depending on the state. The server updates the states.


The latency on a 50fps football game however might overwhelm the system. But let's say it didn't - it has to be under 20ms. The game logic runs on the server (which may be a CPC!). The message needs to update player states and ball states and major events (foul, red card, etc), and maybe actions like when the players form a preset formation with an animation to get into that formation. 22 players, 1 ball. Player state is x,y,direction,action - a few bytes. You could probably stream 100 bytes every frame to the CPC and it could handle it (no AI overhead, so some CPU to process and update the states). That's still 5KB/s of data transfer.
16
CPCWiki Discussion / Re: Computing with the Amstrad TYPE-IN PROJECT
« Last post by robbarton on Yesterday at 15:03 »
I mentioned this earlier, the problem is with the gallery not being closed properly!


Below I've glowed the problem, which should read as </gallery></center> once that's fixed the Categories will be displayed.

Thank you @AMSDOS , I had missed out the beginning < from the tag in the template I was using hence the repeat of the issue... so I'll set to and fix it on all the CWTA pages today.

I want to say FROLICS but I'm thinking something that rhymes with it! Does this prove I'm human (fallible) or machine (repeating the same problem multiple times)? No need to reply to that...!
17
Games / Re: Who wants to make a MMOG for CPC?
« Last post by sigh on Yesterday at 14:55 »
The real trick is to run the game logic independently and then sync up the position of key objects (f.e. players likely to interfere with the path of the ball) between remote machines rather than trying to sync the entire game state.
Yes - this is what I was thinking. You still have interference from the other players actions and because of the limitations of CPC audio channels, you would get a lot sound not being able to all be played at once. This is one of the reasons that a turn based game like cards/dominoes etc could be a good way to start in regards to finding out the limitations. Turn based game would only entail the music and sound effect for that player only, with the rest of the players not needing theirs to be played.
18
Technical Support / Re: 6128+ Scart Question
« Last post by Muddyfunster on Yesterday at 14:51 »
I've looked again and I can't find any reference to the capacitor fix.
19
Games / Re: Who wants to make a MMOG for CPC?
« Last post by andycadley on Yesterday at 14:45 »
Most online games cheat. The music/sounds don't need to be in sync on different machines they just need to sound right for the person sat at any given machine. The real trick is to run the game logic independently and then sync up the position of key objects (f.e. players likely to interfere with the path of the ball) between remote machines rather than trying to sync the entire game state.


It's not an easy thing to do though and I suspect for all but the slowest pace games out there an 8-bit machine wouldn't have the grunt necessary, which leads to very choppy/jittery gameplay as the machines desperately try to correct for larger and larger errors.
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Other retro / Re: Retro Rant - Gaming Review Youtube Channel
« Last post by manossg on Yesterday at 14:39 »
In particular when we look at @ComSoft6128 's great article including video here: Food for my Plus volume 2

... at some time in the video we see the CPCplus artist importing or converting a series of those nice graphics from the game "Gods" into his CPCplus. Half the horizontal resolution, but same palette, and looks great.

I think a port of "Gods" from Atari ST to CPCplus should well be possible. Thanks to the CPCplus' hardware scrolling and hardware sprites it could maybe run smoother than on the ST which always lacked hardware scrolling and sprites.


* manossg drooling
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