Author Topic: Smoothscrolling tilemapper  (Read 32249 times)

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Offline Builderboy

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Smoothscrolling tilemapper
« on: November 05, 2010, 06:17:00 pm »
So one thing i have noticed in Axe is that smoothscrolling tilemappers tend to be fairly slow.  Slower that is than asm by far for some reason.  SO i am creating this thread for people to post their best efforts at making a smoothscrolling tilemapper.  Post the engines constraints, speed (frames per second) and any other facts.

Note that when measuring tilemapper framerate, have the tilemapper scroll in both directions so that allignment doesn't throw the readings off.

Here is my current fastest tilemapper stats:
12 frames per second
does *NOT* redraw screen every frame
Max of 4 pixels scrolling per frame

i'll upload the engine in a bit

ASHBAD_ALVIN

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Re: Smoothscrolling tilemapper
« Reply #1 on: November 05, 2010, 06:17:55 pm »
my best effort was lower than that, maybe I'll post it later :P

Offline DJ Omnimaga

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Re: Smoothscrolling tilemapper
« Reply #2 on: November 05, 2010, 06:20:19 pm »
I actually never managed to make a proper one X.x

It would be nice if it was possible to have one that runs fast enough for something like Metroid or even Sonic at regular 83+ speed.
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Offline Builderboy

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Re: Smoothscrolling tilemapper
« Reply #3 on: November 05, 2010, 06:22:07 pm »
Wait didn't you make a smoothscrolling parallax scrolling mapper for your ball game? o.O

Offline meishe91

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Re: Smoothscrolling tilemapper
« Reply #4 on: November 05, 2010, 06:25:40 pm »
How do you measure frames-per-second anyways? I never really understood that.
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Offline Builderboy

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Re: Smoothscrolling tilemapper
« Reply #5 on: November 05, 2010, 06:36:42 pm »
The way i do it is have the engine quit after 500 frames or so, and start a timer right when i start the program.  When the program ends, i stop the timer.  Divide the 500 by the time and you have frames per second :D You can have an on screen counter of the frames as well, but then it lowers your framerate a bit too.

ASHBAD_ALVIN

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Re: Smoothscrolling tilemapper
« Reply #6 on: November 05, 2010, 06:38:04 pm »
just tried that with my old SOLDAT engine (from the summer, never really got far) and got ~11 FPS. :P

Offline meishe91

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Re: Smoothscrolling tilemapper
« Reply #7 on: November 05, 2010, 06:39:41 pm »
The way i do it is have the engine quit after 500 frames or so, and start a timer right when i start the program.  When the program ends, i stop the timer.  Divide the 500 by the time and you have frames per second :D You can have an on screen counter of the frames as well, but then it lowers your framerate a bit too.

Ah ok, never thought of that. Thanks :)
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Offline shmibs

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Re: Smoothscrolling tilemapper
« Reply #8 on: November 05, 2010, 06:43:39 pm »
sweet!
after a couple of tests, i've gotten
13.8 fps
consistently, and that's with some basic acceleration code included(as well as the engine itself being horribly messy because i was experimenting whilst writing it.)
this does not update the entire screen, can handle 256 tiles, and can jump1-8 pixels at a time
EDIT: oh right. this is at 6mhz
« Last Edit: November 05, 2010, 06:46:11 pm by shmibs »

Offline AngelFish

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Re: Smoothscrolling tilemapper
« Reply #9 on: November 05, 2010, 06:44:08 pm »
The way i do it is have the engine quit after 500 frames or so, and start a timer right when i start the program.  When the program ends, i stop the timer.  Divide the 500 by the time and you have frames per second :D You can have an on screen counter of the frames as well, but then it lowers your framerate a bit too.

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Offline Builderboy

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Re: Smoothscrolling tilemapper
« Reply #10 on: November 05, 2010, 06:46:45 pm »
thats awesome everybody :D shmibs looks like he is the current leader with 13.8 FPS :) I assume you incorporate screenshifting and filling in of edges like mine?

Offline shmibs

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Re: Smoothscrolling tilemapper
« Reply #11 on: November 05, 2010, 06:49:22 pm »
/\yup(so vertical scrolling has to draw 26 sprites altogether o_0)

Offline Builderboy

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Re: Smoothscrolling tilemapper
« Reply #12 on: November 05, 2010, 06:52:51 pm »
Huh, my engine has to draw 22 sprites max, no matter the scrolling direction o.O

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Re: Smoothscrolling tilemapper
« Reply #13 on: November 05, 2010, 06:57:50 pm »
yeah, because(like i said) this has to draw two rows per direction(meaning my max is 44)
hopefully i'll be able to fix that.

also: i tested a more updated version with a basic character made of 4 or'd sprites and collision detection. it was a bit harder to get decent data from, but i'm seeing around 11.5 fps

Offline Builderboy

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Re: Smoothscrolling tilemapper
« Reply #14 on: November 05, 2010, 07:03:10 pm »
Ooh i see what you mean, yeah i only draw in the direction the tilemap is moving.  Yours must be a lot more optimized then to get so much more speed than mine, its displaying twice as many sprites ;D Imagine when its only half O.O