FBA WIP

vbt said:
cafe-alpha said:
nice menu, but why did you replaced the previous one in 05-15-2014 post ?
just because people didn't like it, so i reused a background from ps3's fba. but basically it's the same : new background with new font colors

Ah, OK.
The original menu looked nice to me, but you shouldn't trust my personal tastes ^^;
 
cafe-alpha said:
Ah, OK.
The original menu looked nice to me, but you shouldn't trust my personal tastes ^^;
yep, this was made by me with paintshop pro.

well, with the new version of fba released

more drivers to port, possibly :

Ninja-Kid II, Mutant Night, Ark Area, Atomic Robo-kid, Omega Fighter & Omega Fighter Special
Mustache Boy
Wyvern F-0
Xain'd Sleena/Solar Warrior
The Lost Castle In Darkmist
Zaxxon, Super Zaxxon
Trojan (maybe)
 
cafe-alpha said:
Please do your best with the new drivers to port :)

thanks cafe-alpha for support =)
well, in fact i forgot zaxxon driver et home... and i restarted vigiliante port with better success than before.
palette fixed, scrolling and map fixed. now speed problems and bugs.
 
can be good on saturn ?

[video=youtube]http://www.youtube.com/watch?v=0DaoD_SMexg[/video]
 
Zaxxon in progress :

lfne9.jpg
 
cafe-alpha said:
Thanks, it is good to see real Saturn fan nowadays !
I never give up too ;)
sure ! you'll win :)
:ridinghorse:

also some speed improvements on zaxxon
v1 with bg : 16 fps
v2 : 23 fps (current picture)
vXXX : 55 fps (pal setting)

without using asm :) it's really not easy to render bitmap with a decent speed !
 
cafe-alpha said:
Great !
Which kind of trick did you used to improve performances ?

lookup tables with type integer instead of char
unrolled loop
pre-increment !!!

for (unsigned int y = 16; y < 240; ++y) // x
{
UINT8 *dst = ((UINT8 *)ss_map264) - y; // * 0x100;
UINT8 *src = zaxxon_bg_pixmap + ((y + yoffset) & 4095) * 0x100;
UINT32 *srcptr = (UINT32 *)srcxmask[y];

for (unsigned int x = 0; x < 0x20000;) // y
{
dst[x] = src[*srcptr];
++srcptr;
x+=512;
dst[x] = src[*srcptr];
++srcptr;
x+=512;
dst[x] = src[*srcptr];
++srcptr;
x+=512;
 
vbt said:
cafe-alpha said:
Great !
Which kind of trick did you used to improve performances ?

lookup tables with type integer instead of char
unrolled loop
pre-increment !!!

for (unsigned int y = 16; y < 240; ++y) // x
{
UINT8 *dst = ((UINT8 *)ss_map264) - y; // * 0x100;
UINT8 *src = zaxxon_bg_pixmap + ((y + yoffset) & 4095) * 0x100;
UINT32 *srcptr = (UINT32 *)srcxmask[y];

for (unsigned int x = 0; x < 0x20000;) // y
{
dst[x] = src[*srcptr];
++srcptr;
x+=512;
dst[x] = src[*srcptr];
++srcptr;
x+=512;
dst[x] = src[*srcptr];
++srcptr;
x+=512;

OK, Thank you for the tricks :)
 
[attachment=4431]
mode 2 & sprites 16*16 working
 

Attachments

  • Image1.jpg
    Image1.jpg
    70.6 KB · Views: 140
[attachment=4434][attachment=4435][attachment=4436]
 

Attachments

  • Image15.jpg
    Image15.jpg
    76.8 KB · Views: 144
  • Image16.jpg
    Image16.jpg
    90.9 KB · Views: 146
  • Image17.jpg
    Image17.jpg
    97.7 KB · Views: 147
Back
Top