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IK+ Animation Frames (How many?)

Started by sigh, 23:39, 04 February 20

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Fessor

Quote from: TotO on 16:45, 08 February 20
The Yellow is already available as it is used for the master's karategi.
What i think is, because the Sprites are colored at Runtime the same applies to the Background Tiles.Remapping from Pen 6 (Purple) to Pen 2 (Red) for the Sunset in the Clouds. From Pen 14 (blue) to Pen 8 (orange) for the heavenAnd giving the lake the now independent Pen 14 and a more fitting ink.

The Ink of the "blue" Sprite (Pen 6), now independent and used for the third sprite, can also be changed to a blue ink.
What i ment was Pens 11 and 12. Both are set to ink 13.

sigh

Quote from: roudoudou on 01:48, 08 February 20
Here is the release (with a brand new loading screen)
My oh my! You've done a truly fantastic job here. How many frames is it running now at now?It feels so smooth!

sigh

Has anyone youtubed reviewed this truly lovely speed update? I found one, but it was in spanish.

Mr. DVG

#53
I have tried this version and I must say that it is truly exceptional, but I have a couple of questions / observations to make regarding the bonus phase. If the speed of the game has increased, how come the bouncing of the balls in the bonus section has been slow and jerky? Are these other routines to optimize or something else? Another thing that I noticed is (always in the bonus level) a "flicker" in the sprite of the karateka when turning to hit the balls ... is this a bug?

There would be so many games to optimize in terms of speed besides this! Is the principle adaptable to other games?  ;D

Thanks for the work done! However, an exceptional technical test remains!  ;)

roudoudou

i think there is a kind of slowing routine in the balls scene (as there is only one karateka) to avoid the scene to speed up

that said, the clear screen is triggered too early (when it was slow there was no problem) so you can see some lines cleared causing a flickering
i only touched the clear routine and some draw routines so the management remains the same
the interrupt routine is triggering many events, the solution is hidden in it, maybe i will take a look later


My pronouns are RASM and ACE

TotO

May be it is just the ball speed init value to set, because it increase with the time.
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

sigh

Quote from: roudoudou on 18:59, 26 February 20
i think there is a kind of slowing routine in the balls scene (as there is only one karateka) to avoid the scene to speed up

that said, the clear screen is triggered too early (when it was slow there was no problem) so you can see some lines cleared causing a flickering
i only touched the clear routine and some draw routines so the management remains the same
the interrupt routine is triggering many events, the solution is hidden in it, maybe i will take a look later

Did you manage to find the problem? Also - what is the new frame speed?

roudoudou

Quote from: sigh on 13:21, 04 March 20
Did you manage to find the problem? Also - what is the new frame speed?
Hey sigh, no time for this now (i'm on a huge project)
But i went to an illusion exhibition and there was a cool experiment of size-weightillusion :)
Two weights, a big one and a small one. The small one is on the top of the big:
First you raise up the small (which is "heavy")
Then you raise the big one, with the small on the top of it so you expect it will be 3x heavier
But when you raise both weights, it seems that both weights are lighter than one  :o
My point is: if the fight scene is speeded up and not the balls scene, the balls scene will be slower (for your brain  ;D )
++
My pronouns are RASM and ACE


STE86

sorry to necro this thread but this is relevant.
attached are the sprites from the c64 version reconstructed from the byte data. the data is bytes because the 3rd c64 player is created from characters.
I have extracted the sprites with a view to passing them to the BBC crowd, as they are quite prolific atm.

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