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IK+ Animation Frames (How many?)

Started by sigh, 23:39, 04 February 20

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sigh

Quote from: Sykobee (Briggsy) on 12:43, 06 February 20

On the CPC it looks like the shadow is simply a y-flip of the feet drawn in black.
Are the shadows flipped in code with the existing graphics, or are they a separate sprite animation?

roudoudou

Quote from: sigh on 12:59, 06 February 20
Are the shadows flipped in code with the existing graphics, or are they a separate sprite animation?
I will check tonight
It may be clever to use another tile routine with a 16b table
My pronouns are RASM and ACE

sigh

Quote from: roudoudou on 16:48, 06 February 20
I will check tonight
It may be clever to use another tile routine with a 16b table


Thank you once again.

roudoudou

#28
Quote from: sigh on 01:39, 07 February 20
Thank you once again.
The line are copied reversed by height, with a conversion table of 256 bytes

Once again this is a very unoptimised routine, like the WTF clear screen routine (done with LDI)
People are using 64 bytes width screen to optimised INCrements but they dont
The code was already too fast for them  ;D
My pronouns are RASM and ACE

roudoudou

i hope i have all the sprites  ;D
My pronouns are RASM and ACE

Fessor

#30
I wonder where they have hidden the sprites when one got hit or is knocked out, lying on ground...
Took a memorydump with vice64 and inspected it for graphics in winape.

roudoudou

i took only the 2 big bunches of tiles
My pronouns are RASM and ACE

sigh

Excellent work roudoudou and Fessor.


I only see 3 frames that are being reused in that Sprite sheet! There are a few moves missing like the flying kick, double head kick, The various types of KO animations etc.
That back flip is easily the biggest animation that takes up the most sprite space. It's a brilliant piece of animation.


Imagine if they had optimised this properly. Could of been a 3 player game.

roudoudou

Quote from: sigh on 12:43, 07 February 20
Imagine if they had optimised this properly. Could of been a 3 player game.
I patched the clearscreen with a very small routine (i freed up 128 bytes doing this) the frame rate jump from 7fps to 12fps
My pronouns are RASM and ACE

sigh

#34
Quote from: roudoudou on 15:10, 07 February 20
I patched the clearscreen with a very small routine (i freed up 128 bytes doing this) the frame rate jump from 7fps to 12fps


So by adding that routine, you have made the game run at almost twice the speed.
How does the game feel running at 12fps?


This is a huge update and almost warrants this faster version to be classified as a remaster ;D

jesusdelmas

Quote from: roudoudou on 15:10, 07 February 20
I patched the clearscreen with a very small routine (i freed up 128 bytes doing this) the frame rate jump from 7fps to 12fps


Thats a lot! you should put this patched version available here for everyone, i would like to know how it plays  :)

roudoudou

Quote from: sigh on 16:32, 07 February 20
This is a huge update and almost warrants this faster version to be classified as a remaster ;D
Much enjoyable, so i patched the shadow routine too  :laugh:
Quote from: jesusdelmas on 16:54, 07 February 20Thats a lot! you should put this patched version available here for everyone, i would like to know how it plays  :)
Sure, when i will be done with the modifications
My pronouns are RASM and ACE

Sykobee (Briggsy)

If you can get it up to 17fps, and if you design some intermediary frame graphics to make the animations smoother (sure, 128KB), you'll get a twice as smooth game :D


Was it really 7fps? Sheesh. I thought those 12.5fps games were sludgy. I guess it doesn't matter for a game like this, you're limited by animation frames anyway.

TotO

"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

sigh

Quote from: Sykobee (Briggsy) on 18:55, 07 February 20
If you can get it up to 17fps, and if you design some intermediary frame graphics to make the animations smoother (sure, 128KB), you'll get a twice as smooth game :D


Was it really 7fps? Sheesh. I thought those 12.5fps games were sludgy. I guess it doesn't matter for a game like this, you're limited by animation frames anyway.


Those 16 bit version frames are interesting. It shows that the 8 bit versions have the exact number of frames and I always felt that the Amiga and C64 versions were very smooth.


It's amazing that with the small routine that Roudoudou has done which increases the frames by 5, he could probably get it even faster and may well hit that 17fps mark. I done think it would be necessary to have any more intermediary  sprites for game like this.

roudoudou

Here is the release (with a brand new loading screen)


My pronouns are RASM and ACE

gurneyh

Great job !!!

Screen intro is really nice, but with your optimisations game seems too fast ! :(

Next ?









Carnivius

That's cool. Never thought that could be sped up.  Can it be done with other games that ran too slow on CPC? 


(also could you activate the music on Turtles 2 the Coin Op ?  :) )

Nice full-screen loading image too. 
Favorite CPC games: Count Duckula 3, Oh Mummy Returns, RoboCop Resurrection, Tankbusters Afterlife

roudoudou

Quote from: Carnivius on 09:40, 08 February 20
That's cool. Never thought that could be sped up.  Can it be done with other games that ran too slow on CPC? 
thanks, i'm glad the game still fit in 64K

most of games may be smoother using extended memory, but i won't do a proper version of outrun  ;D

My pronouns are RASM and ACE

TotO

Sad binary loading that init the palette/mode and show garbages. :-\
I don't like the "TURBO VER" text...  :P
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

Carnivius

Quote from: roudoudou on 09:47, 08 February 20
thanks, i'm glad the game still fit in 64K

most of games may be smoother using extended memory, but i won't do a proper version of outrun  ;D
Outrun probably can't be salvaged.  But there are many other quality games that could use a lil speed boost where possible. :)Just tired of seeing people say the CPC port of games "would be the best but is slower than the Spectrum and C64 versions".
Favorite CPC games: Count Duckula 3, Oh Mummy Returns, RoboCop Resurrection, Tankbusters Afterlife

Arnaud

Quote from: roudoudou on 01:48, 08 February 20
Here is the release (with a brand new loading screen)

IK+ is really more enjoyable with this version, the original version seems sluggish now.

TotO

#47
Are the "hits" and "stars" over the players sprites? Because, using the yellow colour for that will be cool.
About the bonus stage, it is always slow when we should expect the balls speed to be twice now. :)
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

Fessor

Maybe some colors of the Background Tiles can changed when building the Background. In the Palette there are two inks set to ink 13, maybe they can be used?

TotO

Quote from: Fessor on 16:41, 08 February 20
Maybe some colors of the Background Tiles can changed when building the Background. In the Palette there are two inks set to ink 13, maybe they can be used?
The Yellow is already available as it is used for the master's karategi.
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

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