Started by db6128, 06:11, 06 December 12
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Quote from: Axelay on 14:02, 13 December 12Hmm, I guess considering the number of SET/RES instructions you might need to add to avoid copying the visible screen, the copy may well be the faster option after all!
QuoteWith respect to my games, if you are interested (mad? ) then Edge Grinder also has commented (after a fashion) source.
Quote from: Devilmarkus on 14:04, 27 February 12Quote from: ukmarkh on 12:38, 27 February 12[The owner of one of the few existing cartridges of Chase HQ 2] mentioned to me that unless someone could find a way to guarantee the code wouldn't be duplicated to anyone else, he wouldn't be interested.Did he also say things like "My treasureeeeee" and is he a little grey guy?
Quote from: ukmarkh on 12:38, 27 February 12[The owner of one of the few existing cartridges of Chase HQ 2] mentioned to me that unless someone could find a way to guarantee the code wouldn't be duplicated to anyone else, he wouldn't be interested.
Quote from: db6128 on 21:41, 13 December 12I heard you like MODE 1 Game of Life for the Amstrad CPC in MODE 1The reason that it's not as much slower as you might expect, despite processing 21844 cells instead of 13860, is that, thanks to the horizontal resolution being 256, I can move north/south simply by INC/DECing H. Although this is a nice proof-of-concept, I don't know whether I'll pursue it much further. The only way to get the additional vertical height that the grid is screaming out for will be to use the extended RAM, but flipping back and forth between the two buffers will then take 2 additional NOPs for every cell that changes.
Quote from: TFM/FSThat's really a great application, the best implementation ever seen on CPC. Greets!!!
Quote from: ProdatronThis is still so damn fast!
Quote from: ProdatronIf I see it correctly, you do the field generation and conversion to the screen in the same step. Is that the way you do it?
Quote from: ProdatronSo I wonder, if you could seperate it into two steps without loosing performance (maybe you could even gain speed, as you have more registers for each step - on the other hand you have to read the data twice...).
QuoteIf you do it in two steps, you can store and calculate the two fields completely in the 2nd 64K ram bank (out #7f00,#c2). Only for plotting it on the screen, you change to the 1st ram bank. You only need to do memory banking about 3 or 4 times for each generation.
QuoteIn any case, IMHO the Mode1 version is VERY impressive for an 8bit system, as it shows, that the CPC can do this even at a very high resolution!
Quote from: db6128 on 21:39, 13 December 12Sorry, maybe being dense, but I'm not sure what you mean. Do you mean if I was using the screen to store the cells?
Quote from: db6128 on 21:39, 13 December 12Oh, good to know; thanks! These games look great. I'm going to load them up soon and see whether I have any bare minimum of skill left from my days of playing Hellfire on the Mega Drive.
Quote from: Gryzor on 15:43, 11 December 12Rubbish gfx, no sound. And a mode 0 game with only two colours? Pffft. Control is also so slow it seems your input has no effect at all.
Quote from: db6128 on 04:28, 15 December 12I think I'm more confused than you now, and I wrote the thing! : P
Quote from: db6128 on 04:28, 15 December 12Copying the screen is only necessary for double-buffering – I do need two copies of the cells, but not of their visual representation, if that's what you thought?
Quote from: db6128 on 04:28, 15 December 12Combining it with my data wouldn't work for the current methods or any of the ones I have planned, but I can see the appeal theoretically.
Quote from: Gryzor on 21:49, 16 December 12No laser sounds, of course, but gulping or withering-away sounds would be nice (good luck deciding which cells would emit a sound. O the cacophony!)
QuoteWow, now something is starting to shape at least. [...] Yes, quite some interesting things going on there with your options, nice complexity! Thanks, this is turning out really nice
Quote from: Prodatron on 01:46, 12 December 12This summer I developed such an application on the Z80, too. It isn't optimized (and still bugy), and I only focused on the interface/options/figure library/rule settings/memory friendly etc.:SymbOS - Conway's Game of Life application
Quote from: db6128 on 17:29, 30 January 13If so – world's biggest if! – that's actually a brilliant idea. But... I haven't a clue of how the separate window would be implemented, though; I imagine it would be easiest in BASIC, but I have no idea how it could be made to run in any other environment, particularly if the user was likely to be doing anything graphical of their own.
Quote from: litwr on 17:27, 20 July 14I can't understand 0 and 9 stay alive/new cell conditions. IMHO 9 is impossible case, and 0 is very difficult to implement.
Quote from: Prodatron on 20:25, 20 July 14But why is 0 difficult to implement? It's just a simple value which represents the number of neighbours, and this could be also 0.There are quite interesting worlds you can create if using the 0 as well!
Quote from: Prodatron on 20:50, 12 December 12Great stuff! Would a 6502 be able to perform the same??
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