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-   -   Tfx (https://eab.abime.net/showthread.php?t=101220)

lipy 10 March 2020 13:17

Tfx
 
Hi all,:)
I am trying to launch TFX for Amiga with the Amigaforever emulator but I receive this error message, can you help me please?

"this program requires a math co-processor TFX failed returncode 20"

Muadib 10 March 2020 13:33

If I recall correctly the game needed 8MB Chip RAM and an FPU to run smoothly on WinUAE. Others may know more about the FPU part.



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Daedalus 10 March 2020 13:41

2MB chip RAM should be enough - the rest of the RAM requirement is better off being fast RAM. It ran reasonably well on my A1200 with an 060 and lots of fast RAM... I would say just add the FPU to the WinUAE setup to get it to run, or else set the emulation to have a CPU with built-in FPU such as 68040 or 68060.

Muadib 10 March 2020 13:57

Quote:

Originally Posted by Daedalus (Post 1384274)
2MB chip RAM should be enough - the rest of the RAM requirement is better off being fast RAM. It ran reasonably well on my A1200 with an 060 and lots of fast RAM... I would say just add the FPU to the WinUAE setup to get it to run, or else set the emulation to have a CPU with built-in FPU such as 68040 or 68060.

I recall having such a configuration when I came across a thread that suggested 8MB Chip etc for running the game as smooth as possible. I will look into it later tonight and post for you guys to test, if U want.

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DamienD 10 March 2020 14:52

There is a game file for TFX which doesn't require an FPU, see here for details: TFX (Tactical Fighter Experiment)

DamienD 10 March 2020 15:00

Quote:

Originally Posted by Muadib (Post 1384271)
Sent from my GT-I9505 using Tapatalk

Quote:

Originally Posted by Muadib (Post 1384275)
Sent from my GT-I9505 using Tapatalk

Muadib; as per forum Rules & Help, could you please remove the Tapatalk signature?

Muadib 10 March 2020 15:12

Quote:

Originally Posted by DamienD (Post 1384294)
Muadib; as per forum Rules & Help, could you please remove the Tapatalk signature?

Just did, sorry for that!

amigaraytracers.com

AmigaHope 10 March 2020 15:14

How on earth would a game be written to use 8M chip ram when an 8M chip ram Amiga never existed? Was it really written in such a forward-thinking way that audiovisual elements would be cached in chip RAM so that a future 8M chip ram Amiga could benefit from them?

I doubt the game even uses much chip RAM at all, and just does most of its stuff with general purpose RAM, so 2M chip RAM 128M fast RAM would be fine.

...but in reference to the original poster. You need to enable an FPU to play it, as the game uses floating point math for accurate geometry and physics calculations.

DamienD 10 March 2020 15:23

Quote:

Originally Posted by AmigaHope (Post 1384304)
How on earth would a game be written to use 8M chip ram when an 8M chip ram Amiga never existed?

Exactly, I forgot to write that :p

Quote:

Originally Posted by Muadib (Post 1384299)
Just did, sorry for that!

amigaraytracers.com

Thanks, but now it looks you've added "amigaraytracers.com".

Please remove this also.

Muadib 10 March 2020 16:36

Quote:

Originally Posted by DamienD (Post 1384306)
Exactly, I forgot to write that :p


Thanks, but now it looks you've added "amigaraytracers.com".

Please remove this also.


Must be something new about signatures. Apologies, thought it was only specific to the Tapatalk I had forgotten on the mobile, removed!


Quote:

Originally Posted by AmigaHope
How on earth would a game be written to use 8M chip ram when an 8M chip ram Amiga never existed?


It wasn't. Yet, the game was never 100% complete as it was stated in that post, and several bugs were present. Anyway, here is the configuration I had read suggested for maximum playability on WinUAE:


CPU:020
JIT (FPU Support, Constant Jump, Hard FLush, Direct, No Flags, Catch unexpected exceptions)
MMU None
Fastest Possible
FPU 68882
AGA
Immediate Blitter
Collision Level Full
RAM: 8 MB Chip only


Cheers!

AmigaHope 10 March 2020 16:55

Quote:

Originally Posted by Muadib (Post 1384328)
Collision Level Full

I really doubt the game uses hardware collision detection of 2D elements given that the entire world is CPU-generated.

lipy 10 March 2020 17:05

Thanks all for your quick responses.:great
I will try this as soon as possible.:)

DamienD 10 March 2020 17:17

Regarding settings for TFX; I belive mine are as follows but will verify once home tonight:

... CPU: 68040
... JIT
... FPU: 68882
... No MMU
... Fastest Possible
... AGA
... RAM: 2MB Chip & 4MB Fast RAM or possibly 8MB Fast RAM

Muadib 10 March 2020 17:47

Quote:

Originally Posted by AmigaHope (Post 1384333)
I really doubt the game uses hardware collision detection of 2D elements given that the entire world is CPU-generated.

Quite possible...that might have been left of from some other conf.

amigaraytracers.com

DamienD 10 March 2020 19:29

Quote:

Originally Posted by DamienD (Post 1384351)
Regarding settings for TFX; I belive mine are as follows but will verify once home tonight:

... CPU: 68040
... JIT
... FPU: 68882
... No MMU
... Fastest Possible
... AGA
... RAM: 2MB Chip & 4MB Fast RAM or possibly 8MB Fast RAM

Home now and have checked my config, slight adjustment:

... CPU: 68040
... JIT
... MMU: None
... FPU: CPU internal
... AGA and "Cycle-exact" all unticked
... ROM: KS ROM v3.1 (A1200) rev 40.68
... RAM: 2MB Chip & 4MB Fast

Muadib 10 March 2020 20:22

Do you run on "Fastest possible"?

DamienD 10 March 2020 20:59

Quote:

Originally Posted by Muadib (Post 1384416)
Do you run on "Fastest possible"?

I thought I did, but it's not in my current config.

I should probably turn this on though :p

Angus 03 April 2020 14:12

Quote:

Originally Posted by DamienD (Post 1384288)
There is a game file for TFX which doesn't require an FPU, see here for details: TFX (Tactical Fighter Experiment)




From memory, the cannon will not work in the FPU version.

AmigaHope 04 April 2020 11:12

In general for best performance if you have to choose between something compiled for 68040/68060 FPU and 68882, pick 68882 as the workarounds for unimplemented instructions for 68040+ will run slower than just emulating the 68882 instructions.

On the other hand integer stuff for 68040+ will emulate the fastest if it uses MOVE16 a lot.

StevenJGore 05 April 2020 00:23

Was there an Amiga version of TFX that had the full gouraud shading of the PC version? I think what's confusing me is that the advert for the Amiga version (which was on my wall for a while) had it in the screenshots, but I know that was a common marketing trick at the time.

Incidentally, the advert also mentioned a CD32 version, which obviously only had 2MB chip RAM and no fast RAM, how on earth would that have run?


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