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Author Topic: Game has slowed down severely when run.  (Read 4832 times)

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Brick Nash

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Game has slowed down severely when run.
« on: October 06, 2017, 05:51:39 PM »

I've been having a little trouble after a bit of a re-write and I seem to have gone backwards in progress.

The issue is that my game, when run, is so incredibly slow and flickery now if more than one bob is on the screen, especially if using any of the jump moves. I'm using some pretty speedy settings, but it remains pretty clunky. The ONLY thing which seems to make it run faster is when I copy the bob bank to the program via the object editor, but without clicking on any frames first. They seem to use a default palette then, and when run the game plays like before, but obviously the bob's colours are messed up.

The only thing I did differently was implement my image grabber procedures into the code, plus the player, the enemy and the background have all been remapped to exactly the same palette.

It seems to really be struggling with the bobs somehow, but I'm using the same amount of colours as before, and I was running it on lower settings the last time too. The only thing I can think of is that the image bank is holding a lot more frames now, because instead of importing a move at a time by hand as I did before, the image grabber procedures just chops and save the lot. However, I don't know if that would affect speed?

Thanks. I nearly chucked it all in a few times today, so any help would be deeply appreciated.

I'd post some code but I don't even know where to begin so I just put the whole thing in a zip file -

https://drive.google.com/uc?export=download&id=0ByKjRq4EdmWXN2YtNFB2TGJKUHc

EDIT: Just a thought, I'm importing frames of animation that are a bit bigger than before at 80 x 80 pixels. I had assumed the transparent background colour wouldn't be processed but maybe it is and maybe that's what's slowing things down.

EDIT EDIT: Doesn't look like the frame size make much difference. Thought It might have been colours so I downgraded the bobs to 16 colours in PPaint but I still get the same issue. Slow until I do the "Copy bank to previous program" in object editor with a default palette. I'm completely stumped!
« Last Edit: October 07, 2017, 05:03:02 PM by Brick Nash »
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SamuraiCrow

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Re: Game has slowed down severely when run.
« Reply #1 on: October 07, 2017, 05:42:37 PM »

If Bobs have massive amounts of space in them, link multiple Bobs together.  Space takes as much time to blit as visible pixels.

Likewise, the only time reducing palette depth is fast is when the whole screen is affected.  For example, the screen is reduced to 5 bitplanes instead of 6.

Sent from my Prism II using Tapatalk
« Last Edit: October 07, 2017, 05:46:16 PM by SamuraiCrow »
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Brick Nash

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Re: Game has slowed down severely when run.
« Reply #2 on: October 08, 2017, 12:47:15 PM »

Ok, thanks that's good to know about the colours and dead space.

I discovered that the slowdown only occurs when Winuae is windowed. If I put it full screen (not full windowed) then it seems to return to the correct speed. Also, the colours when full screen look a little more...I don't want to say garish, bur rather naturally louder and Amiga-ish with a tiny bit of bleed.

Not sure what's happening. I have an aspect correction filter on, but that covers all modes.
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KevG

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Re: Game has slowed down severely when run.
« Reply #3 on: October 08, 2017, 04:47:42 PM »

Hi Brick Nash

It might help in future if you let people know whether you are running your program under emulation or using a real Amiga. I would advise that you test your code on a real Amiga before posting questions as this would make it a little easier for others to solve your problems .

Kev G.
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Umpal

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Re: Game has slowed down severely when run.
« Reply #4 on: October 08, 2017, 06:43:20 PM »

(...) I would advise that you test your code on a real Amiga before posting questions as this would make it a little easier for others to solve your problems .

Second to that! I had the same experience and now I'm not that enthusiastic as before while coding under WinUAE. I always test it on a real Amiga and then evaluate if there is a reason to be happy and satisfied  ;D
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Brick Nash

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Re: Game has slowed down severely when run.
« Reply #5 on: October 08, 2017, 08:49:39 PM »

I don't have access to a real Amiga at the moment so Winuae is all I have right now.
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