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** Mega Parodius Update ( MegaDrive / Genesis ) ** 2 vid updates - In the first the Vic Viper players ship is heavily damaged .. only the bomb bay is operational ... so the viper goes on a bomb *blast* processing rampage !! ... This shows enemy destruction and some polishing of the bomb effect. The 2nd vid shows VRAM handling of objects with the tile viewer opened below the gameplay window. You can see objects load in , then as only the burning chests remain those animations are shifted live to maximise free object buffer. Progress since last progress vid : All collisions now implemented : Enemy to Player added , Bomb to Enemy added, Enemy Destruction added. Auto Defragging VRAM system implemented for Enemy Objects. Supports variable slot size also to maximise tile space . Fixed slot sizes wouldn't allow enough slots as they would need to be too large to cover all objects. Without defragging the VRAM would become like swiss cheese after a few screens of enemies also making larger slots difficult to allocate. Vram was getting tight due to things like the Blue Bell Bomb / White Bell text needing a reserved amount of vram ( as they can occur anywhere in the level via powerups ) . Theres also theres quite a bit of variety in Level 1 with warmup enemies , bottle enemies, chickens, crabs, orcas, chests, bees, penguin bathes, walking penguins, bouncing heads etc. We are also using all the arcade assets without trying to cut frames. It can't be loaded all at once so a dynamic system is needed. The enemy object buffer is 444 tiles presently for Level 1 , but the Catboss for example takes 308 when he's onscreen so things can get squeezed. For Mega versions of levels I wanted to ramp things up so that might mean we need more diversity in places than for the arcade accurate option , this system will help that also. The system can stream animation or utilise static animation if vram allows. Seems a mundane thing but sloppy vram management is the achiles heal of GFX diversity in a retro game . To help reduce the Bell effects VRAM buffer , Blue Bomb tiles required reduced to 120 tiles Max ( was 172 ) with no loss of quality . I've also reduced the sprite count by 6 sprites overall - down to 46 sprites used at max frame size. Lots more action / enemies to add yet but particularly the VRAM handling had to be improved before we can implement everything so glad thats in place now. Pyron and Vector Orbitex have been busy with upcoming GFX / Audion for the port , as always I'm very gratefull to have these Masters working with me on the port . #SGDK #Parodius #SegaMegadrive #SegaGenesis

Shannon Birt

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