KO2CV - 0.90

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Abyss
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Postby Abyss » Thu Nov 16, 2006 12:37 pm

Freshmaker wrote:
Steve Camber wrote:Here's the offending code:

Code: Select all

gGameSpeeds:   dc.w      100
            dc.w      75
            dc.w      50


public DoVBlank:

            movem.l      d0,-(a7)
            move.w      GameSpeedOption(A4),d0
            lea         gGameSpeeds,a0
            lsl.w      #1,d0
            move.w      (a0,d0),d0


b_waitvbl1:
                TST.W      bVBlank(A4)
               BEQ         b_waitvbl1
            CLR.W      bVBlank(A4)

b_loopVBL:
            add.w      d0,gVBLcountup
            cmp.w      #100,gVBLcountup
            bge         b_noMoreVBL

                CLR.W      bVBlank(A4)
b_waitvbl2:
                TST.W      bVBlank(A4)
                BEQ         b_waitvbl2
            bra         b_loopVBL
b_noMoreVBL:
            CLR.W      bVBlank(A4)
            sub.w      #100,gVBLcountup
            movem.l      (a7)+,d0
            rts



I'm very offended by this post.


I agree. Steve, you should never have posted such a thinh. See? Freshie is already offended!
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Postby Robert Swift » Thu Nov 16, 2006 12:49 pm

All these draws are just going to make KO2 more boring. Whatever happened to good old thrashings?
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Re: KO2CV - 0.90

Postby gdh82 » Thu Nov 16, 2006 12:49 pm

Steve Camber wrote:75% = DRAW DRAW DRAW Pause DRAW DRAW DRAW Pause etc


Thanks for the latest version Steve :) Pity the 75% speed is jerky but you do explain why it is so. Is there any way of keeping me 100% and reducing my opponent to 50 % ?!? :wink: :lol:

Don't want to sound impaitent but are the key match stats still in the pipeline ? You know, the extra auto stats (possession, territory, shots, shots on target, goals/shots ratio) as well as the stats on scoring a goal (distance, speed etc) ? I'm sure these would add much to the great game, both as a talking point and a means of assessing game play!
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Re: KO2CV - 0.90

Postby Bounty Bob » Thu Nov 16, 2006 1:11 pm

Steve Camber wrote:Here's what the CPU decides to do every 1/50th of a second in the 3 modes
100% = DRAW DRAW DRAW DRAW DRAW DRAW DRAW DRAW etc
75% = DRAW DRAW DRAW Pause DRAW DRAW DRAW Pause etc
50% = DRAW Pause DRAW Pause DRAW Pause etc

Hmmm and we trust this man to do our competition versions? I've looked at the code and the above is quite clearly wrong.

75% actually goes:
PAUSE, draw, draw, draw.
Not:
draw, draw, draw, PAUSE

:roll:

Mind you, I am assuming that gVBLcountup is cleared to 0 somewhere on reset. Otherwise any starting combination is possible. It could even go draw, pause, draw, draw.

I would expect Steve to be more specific on such important matters. :D
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Postby Bounty Bob » Thu Nov 16, 2006 1:16 pm

Can 200% be done by calling the player updates twice before drawing the frame?
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Postby Bounty Bob » Thu Nov 16, 2006 1:31 pm

Any idea how fast the game plays if you don't bother waiting for the vertical blanks? That could possibly make an easily implemented turbo mode if it's not really pushing the Amiga already. Biggest problem would be tearing but I'd be interested to see it.
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Postby Steve Camber » Thu Nov 16, 2006 1:46 pm

Mr Bob, well spotted. However I reserve the right to leave in mild technical inaccuracies when I post at 1am ;)

Of course I did quickly try out some turbo mode fun, but all I got was a variety of crashes. I think the player logic is paired up with the sprite drawing, so it's not so straightforward to separate them.
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