New Atari STE Blitter objects demo (24 Bobs)

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Anima
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New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

Two years later and after some optimizations here's a new attempt on drawing 32 x 32 pixel Bobs on an Atari STE:

https://www.youtube.com/watch?v=x1ekLXdo-2c

Disk image, program and sources here:
http://atomic-skulls.de/temp/atari/fastbobs.zip
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by GokMasE »

Cool, that looks incredibly smooth! :)

I can't helt wondering though, where ever did you find enough room for code improvements compared to the 23 bobs demo..? :-D
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Cyprian »

@Anima great
one more sprite and opened border? how did you reach that?
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

GokMasE wrote: Tue Jun 21, 2022 1:02 pm I can't helt wondering though, where ever did you find enough room for code improvements compared to the 23 bobs demo..? :-D
Well, it was mainly the elimination of empty endmasks (ENDMASK = $0000) which were responsible for a gain of 48 cycles each. Also, the object clearing routine has been improved as well.
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

Cyprian wrote: Tue Jun 21, 2022 1:27 pm @Anima great
one more sprite and opened border? how did you reach that?
Thanks! :)

I've chosen the 320 x 256 display size because AFAIK this demo cannot be reproduced ("beaten") on the Amiga 500 even when hardware sprites will be used. ;)
Anima wrote: Tue Jun 21, 2022 1:27 pm
GokMasE wrote: Tue Jun 21, 2022 1:02 pm I can't helt wondering though, where ever did you find enough room for code improvements compared to the 23 bobs demo..? :-D
Well, it was mainly the elimination of empty endmasks (ENDMASK = $0000) which were responsible for a gain of 48 cycles each. Also, the object clearing routine has been improved as well.
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by masteries »

Excelent Anima!

Incredible work,

At Metal Slug port, using DML´s EMX2 (that comes from your sprites format if I remember well)
I reached up to 18 32x32 pixels bob at 50 Hz, custom clearing, with 3 voices at 12.5 KHz audio mixer running.

But 24 bobs with audio playback, almost all screen filled :)


I am sure that following your demo sprite procedure,
20 bobs could be displayed with the audio mixer running.
The inner mastery...

Metal Slug for Atari STE: https://www.youtube.com/watch?v=FMrdjrrtxWo
https://www.youtube.com/watch?v=hgW6Fc5Jli0

Low Cost Hard Disk for Atari ST/E (now it reaches 1 MB/s reading and 700 KB/s writing):
viewtopic.php?f=33&t=40018
https://www.youtube.com/watch?v=Qn9IwKo-EoA
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

masteries wrote: Tue Jun 21, 2022 3:30 pm Excelent Anima!

Incredible work,

At Metal Slug port, using DML´s EMX2 (that comes from your sprites format if I remember well)
I reached up to 18 32x32 pixels bob at 50 Hz, custom clearing, with 3 voices at 12.5 KHz audio mixer running.

But 24 bobs with audio playback, almost all screen filled :)


I am sure that following your demo sprite procedure,
20 bobs could be displayed with the audio mixer running.
Thanks.

I'll prepare a version with proper background restoration. I am not sure how many Bobs will survive but we'll see... ;)
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by TheNameOfTheGame »

Superb!
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Eero Tamminen »

Looks great, and works also with EmuTOS! Is there pouet.net or demozoo entry yet for this?
Last edited by Eero Tamminen on Tue Jun 21, 2022 7:37 pm, edited 2 times in total.
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by keops »

Nice. Thanks for including the source code. I'll probably have a look at it if I ever find some time to play with STE features
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

TheNameOfTheGame wrote: Tue Jun 21, 2022 6:42 pm Superb!
Eero Tamminen wrote: Tue Jun 21, 2022 7:28 pm Looks great, and works also with EmuTOS! Is there pouet.net or demozoo entry yet for this?
Thanks. :)

Well, no. I haven‘t published anything on those sites yet.
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

keops wrote: Tue Jun 21, 2022 7:31 pm Nice. Thanks for including the source code. I'll probably have a look at it if I ever find some time to play with STE features
You‘re welcome. :)
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Eero Tamminen »

When testing under Hatari, it does not appear to work with ST + blitter or TT. Blitting is broken with MegaSTE. With Falcon / ST-low, blitting works, but sound is broken. Any idea how blitting can work fine with STE + Falcon, but be broken under MegaSTE?
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Cyprian »

Eero Tamminen wrote: Tue Jun 21, 2022 7:37 pm When testing under Hatari, it does not appear to work with ST + blitter or TT. Blitting is broken with MegaSTE. With Falcon / ST-low, blitting works, but sound is broken. Any idea how blitting can work fine with STE + Falcon, but be broken under MegaSTE?
it could be connected with the fact that Mega STE's BLiTTER takes 1 more bus cycle (4 CPU 8Mhz cycles) per every pass
Lynx I / Mega ST 1 / 7800 / Portfolio / Lynx II / Jaguar / TT030 / Mega STe / 800 XL / 1040 STe / Falcon030 / 65 XE / 520 STm / SM124 / SC1435
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by EvilFranky »

Nice work Anima! :cheers:
Eero Tamminen wrote: Tue Jun 21, 2022 7:37 pm When testing under Hatari, it does not appear to work with ST + blitter or TT.
Is that not down to the demo using STE sound? And no blitter in the TT?
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by metalages »

Would it be possible to use the full 336x273 "easily" accessible surface ?
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by stormy »

Anima wrote: Tue Jun 21, 2022 7:35 pm .
Anima I've always wanted to ask you, with Cho-Ren-Sha-68k, while it is amazing it would be even more amazing with music. What if you used the YM chip in the Falcon to make music without any CPU overhead?

I appreciate this is an old project, but just wondering!
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Eero Tamminen »

EvilFranky wrote: Tue Jun 21, 2022 8:40 pm
Eero Tamminen wrote: Tue Jun 21, 2022 7:37 pm When testing under Hatari, it does not appear to work with ST + blitter or TT.
Is that not down to the demo using STE sound? And no blitter in the TT?
Ah, I did not realize it using STE sound, but that does make sense as it uses less cycles. And I forgot that TT lacks a blitter (I guess it would be slower than CPU, so that makes sense too).
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

Eero Tamminen wrote: Wed Jun 22, 2022 1:38 pm Ah, I did not realize it using STE sound, but that does make sense as it uses less cycles. And I forgot that TT lacks a blitter (I guess it would be slower than CPU, so that makes sense too).
Besides the Atari STE sound the "linewid" register is being used as well so unfortunately it's a bit more work to fix it to get it working for the Atari ST. ;)
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Re: New Atari STE Blitter objects demo (24 Bobs)

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stormy wrote: Wed Jun 22, 2022 9:03 am Anima I've always wanted to ask you, with Cho-Ren-Sha-68k, while it is amazing it would be even more amazing with music. What if you used the YM chip in the Falcon to make music without any CPU overhead?
I think the Atari Falcon deserves a bit more than the YM sound... :D

But seriously: the best would be a X68000 sound chip emulation running on the DSP but thats quite much IMHO.
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

metalages wrote: Wed Jun 22, 2022 8:05 am Would it be possible to use the full 336x273 "easily" accessible surface ?
Uh yes... Well, why not!? Probably quite easy to implement!? I'll have to check that... :coffe:
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by metalages »

Anima wrote: Wed Jun 22, 2022 2:57 pm
metalages wrote: Wed Jun 22, 2022 8:05 am Would it be possible to use the full 336x273 "easily" accessible surface ?
Uh yes... Well, why not!? Probably quite easy to implement!? I'll have to check that... :coffe:
If you have 256 pixels available vertically I suppose you have opened both upper and low border ? (on STe if I well understand the resolution is 273 when vertical borders are opened)

In order to open left additionnal 16 pixels you just have to write just once (in a shifter "safe" place) something like :
move.b #1,ffff8265.w
clr.b ffff8264.w
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by Anima »

metalages wrote: Wed Jun 22, 2022 3:23 pm If you have 256 pixels available vertically I suppose you have opened both upper and low border ? (on STe if I well understand the resolution is 273 when vertical borders are opened)

In order to open left additionnal 16 pixels you just have to write just once (in a shifter "safe" place) something like :
move.b #1,ffff8265.w
clr.b ffff8264.w
Thanks. Yes, that works. Here's a screenshot @ 336 x 273:

Image
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by metalages »

Anima wrote: Thu Jun 23, 2022 5:52 am
metalages wrote: Wed Jun 22, 2022 3:23 pm If you have 256 pixels available vertically I suppose you have opened both upper and low border ? (on STe if I well understand the resolution is 273 when vertical borders are opened)

In order to open left additionnal 16 pixels you just have to write just once (in a shifter "safe" place) something like :
move.b #1,ffff8265.w
clr.b ffff8264.w
Thanks. Yes, that works. Here's a screenshot @ 336 x 273:

Image
Pretty cool :)
That's more than 10% additionnal display :)
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Re: New Atari STE Blitter objects demo (24 Bobs)

Post by shoggoth »

This stuff makes me tingly.
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