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Games that used APAC


GroovyBee

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I've just done a search on the forum and I can't find any mention of games that used APAC back in the day. I'm not particularly interested in demos or title/static screens that used it. Can anybody recommend any games from the A8 back catalogue that make use of it?

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Yes.

 

If it develops further, then it could go to show what could have been done. Also, I believe he's using Timer IRQs, so the CPU loss is minimised as compared to using a DLI per line or just one long running DLI. Of course though, it's in narrow-mode, so gains some advantage there anyway.

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I've been trying to write code interleaved with APAC stuff so I don't have to waste any CPU with interrupt handling. My brain sploded a while back :) It's possible with some of the code I wanted to put in there but the rest was just too complex and probably wasted more cycles fixing up timing than an interrupt would.

 

 

Pete

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That'd be a chore, for sure, especially given that you're talking about 50-60 cycles per scanline that you could dedicate to code, so potentially over 10,000 in a frame for a 200-high display.

 

Simple inline stuff - easy, but loops would be a major pain.

 

I'd probably just take the approach of putting housekeeping stuff in there, and maybe a few object renders or something.

And for the times such objects aren't needed, it probably wouldn't matter anyway since there'd be plenty of time elsewhere to do stuff.

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I've been trying to write code interleaved with APAC stuff so I don't have to waste any CPU with interrupt handling. My brain sploded a while back :) It's possible with some of the code I wanted to put in there but the rest was just too complex and probably wasted more cycles fixing up timing than an interrupt would.

How about writing a tool that knows the instruction cycle times and can interleave the two sets of functionality for you? That would be my approach for something like that.

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I thought about that. It's not so much it's a problem coding it, more like I say, the time wasted trying to match code paths ends up being the same as a simple interrupt anyway. May as well make the code easier to write/maintain and use a timer irq to do the APAC.

 

 

Pete

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Well,

 

afaik besides Cygnus there are some games from Anco that use APAC mode:

- Winter Events

- Kick Off

but they do it like Cygnus, as background gfx with no gameplay there.

 

Actually, looking at Winter Events that's actually running one of the ski-jumping events over an APAC so it's the closest example so far...?

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Does that wolfenstein wip use APAC?

Yep! But I'm after games done back in the day.

 

This is "the day" as far as custom graphics mode manipulation/programming goes.. Theres more of that going on THESE DAYS then there ever was in the days when ATARI stuff was sold commerdcially.

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