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Old 22 April 2012, 08:31   #1
NovaCoder
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WinQuake

I'm currently working on a new 68k port of Quake based on WinQuake

Blurb:

WinQuake is the "official" Source port of Quake to Windows. It lacks support for high-resolutions, has no "modern" graphics (such as dynamic shadows) and lacks colored lighting, but is good for lower-end PCs that have Windows installed, or for oldschool players who prefer the game's original look.

The current plan is to make it 060 only and support RTG (direct CyberGFX mode) and AGA/Graffiti

There's still lots of work to be done to get this working properly and at a decent frame-rate. I'll release the first BETA to the Zone when it's good enough for testing.




Last edited by NovaCoder; 10 October 2012 at 06:58.
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Old 22 April 2012, 10:01   #2
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looking good so far!
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Old 22 April 2012, 10:48   #3
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Was thinking "shit thats pretty fast", then there was a lighting effect (explosion) and it died in the arse

Nice Work
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Old 22 April 2012, 12:01   #4
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Go The Po' Man A Break \o/

Nice choice of music to code to All the best for the project
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Old 22 April 2012, 12:03   #5
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Thanks

I was going to have a go a Quake 2 but I thought I'd give Quake a try first.

Still lots of work to do on this port, I think a playable BETA is at least 3 weeks away at this point.
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Old 26 April 2012, 21:15   #6
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you're awesome because apparently you can make heads AND tails of the Quake source code.

Its all an unintelligible mess to me.
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Old 26 April 2012, 21:31   #7
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great mate thanks for your hardwork
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Old 27 April 2012, 16:39   #8
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I should have look for you MC68060 :P

Thx for Quake. Cant wait for release. How about it speed???
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Old 27 April 2012, 18:59   #9
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I should have look for you MC68060 :P

Thx for Quake. Cant wait for release. How about it speed???
quake is slow even on a 060/100mhz
https://www.youtube.com/watch?v=EHZmU-9bPqU
was 15fps timedemo demo 1 on a 300x200 screen
so don't expect miracles
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Old 29 April 2012, 08:17   #10
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I should have look for you MC68060 :P

Thx for Quake. Cant wait for release. How about it speed???
Still very early days but I hope to get a decent speed out it when I've finished with it.

My BOOM port also started off very slow but that came good in the end
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Old 02 May 2012, 02:55   #11
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Thanks
I was going to have a go a Quake 2 but I thought I'd give Quake a try first.
Do you think Quake 2 would be playable on 060???
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Old 02 May 2012, 09:53   #12
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Old 03 May 2012, 05:58   #13
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Do you think Quake 2 would be playable on 060???
I'm not sure, but there's way way to find out I guess

I'm thinking that an 060 optimized build targeting RTG (using the direct CyberGFX drawing method I'm now using in BOOM) might be ok on a fast 060 (eg @80Mhz).

If Jens ever gets a 16bit Graffiti mode running at a decent speed with the IndivisionAGA Mrk2 then I will of course be looking to support that as well
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Old 09 May 2012, 16:10   #14
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I finally got to spend a couple of hours with this port tonight.

Now got mouse control working and got a big speed boost by targeting 060 (this video is running on WinUAE using an ATOM BTW).


I also did a nice little icon

Not much to do now really, it all seems to be working as expected and so far it seems to be nice and stable. I just need to implement the sound (using AHI) and some code cleaning and it should be ready for testing.

Last edited by NovaCoder; 10 October 2012 at 07:00.
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Old 19 May 2012, 10:52   #15
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BTW: Will graphic card(like Picasso IV) give much boost to Quake with compare to AGA???

AFAIK Quake is more CPU and FPU dependent.
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Old 20 May 2012, 14:30   #16
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BTW: Will graphic card(like Picasso IV) give much boost to Quake with compare to AGA???

AFAIK Quake is more CPU and FPU dependent.
Depends on the screen mode really, I think for the standard 320x200 then RTG will only be slightly quicker, but if you want to run in a higher resolution then RTG is much faster.

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Old 28 May 2012, 17:35   #17
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Aliens Quake HD
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Old 30 June 2012, 03:10   #18
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Tried with WinUAE and it works just great. There's just one problem: the system crashes when you reach the end of the level.
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Old 06 August 2012, 23:34   #19
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Tried with WinUAE and it works just great. There's just one problem: the system crashes when you reach the end of the level.
Hiya,

It's not really meant for WINUAE, it seems to work ok on my real 1200 though (I'm currently working my way through the game).

latest video
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Old 30 August 2012, 15:56   #20
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My config:
A4000, about 40MB RAM, CS MK II 66MHz, AGA + FBlit + BlazeWCP:
320x200 - 11fps
320-256 - 9fps

Still to slow :/

80MHz is to much for my CS MK II. I need to get faster RAM's or get 75MHz oscillator.
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Old 31 August 2012, 07:33   #21
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Hiya,

On my 80mhz 1260 it's now pretty fast and playable at 320x200 on the first few levels at least. I've noticed that it does slows down on the later levels when there is a lot of geometry and enemies to draw.

I'm still looking a making a few little tweaks to improve the speed a little but don't expect any big improvements at this stage. I think the only way to make it much faster would be to switch to fixed-point maths (update: fixed point slowed it down!).

It's currently giving me a reading of 12.3 fps for timedemo 1 in AGA 320x200 which is about 20% faster that it did at the start of my code optimizations.

Also don't forget to patch your memory copy routines (see readme). BlazeWCP is not really needed on a 1260, I haven't bothered to install it on mine.

latest release

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Old 14 December 2012, 21:13   #22
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With new version I get:
11.3 - 320x200
9.1 - 320x256


According to this thread:

Pentium 100MHz 10.1fps
AMD K5 100MHz 7.0fps

Pentium 200MHz 16.5fps

AMD K6 200MHz 11.3fps
AMD K6 266MHz 13.5fps

Cyrix 6x86PR166+ 8.2fps

Penitum 133MHz 12.4fps


So yes, speed is impressive.
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Old 15 December 2012, 03:52   #23
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Glad you like it, I got some new ideas on how to speed it up using Quake C.
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Old 15 December 2012, 11:59   #24
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quake 2 on my amiga,no its not ppc.

http://www.youtube.com/watch?feature...&v=oFrSLTxFK-k
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Old 15 December 2012, 14:12   #25
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That's nice Roy, very fast. Let's see how fast I can get my AGA port of Quake 2 running
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Old 16 December 2012, 19:50   #26
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How do I make timedemo fps test? I tried timedemo demo1, it seens to run continous loop of demo1, how long it will take? I waited about hour.

But timerefresh command gives good results, it is marginally slover than clicboom quake060. I just wondered why 040 doesn't work with your quake? Clickboom's version of it work well with 040, in fact results are propotionals to clockrate 40mhz is just 20% slower than 50mhz 060.

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Old 16 December 2012, 20:26   #27
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How do I make timedemo fps test? I tried timedemo demo1, it seens to run continous loop of demo1, how long it will take? I waited about hour.
You need to press TAB just after first test will finish and second is starting and read quickly fps. Yes it's not very comfortable.
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Old 16 December 2012, 21:13   #28
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How do I make timedemo fps test? I tried timedemo demo1, it seens to run continous loop of demo1, how long it will take? I waited about hour.

But timerefresh command gives good results, it is marginally slover than clicboom quake060. I just wondered why 040 doesn't work with your quake? Clickboom's version of it work well with 040, in fact results are propotionals to clockrate 40mhz is just 20% slower than 50mhz 060.

PS. I send you a private message about scummvm

you have to type: timedemo demo1.dem in the console in quake 1 for the first demo.

timerefresh isent very accurate im affraid.
my theary is that clickbooms version is not really optimised for 060 code but because all 060 cards make calls to the 040 library the game works in 040 code.
but on the other hand ,if a game is optimised with 060 code it wont work on an 040 based machine.
thats my theary anyway lol.

nova will explain everything im sure.

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Old 16 December 2012, 21:32   #29
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Comparing timedemo results between ports is not very accurate anyway because some ports skip frames.

You really have to play the game to see how it runs.
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Old 16 December 2012, 21:32   #30
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Roy: If you are right it does NOT make calls to 68040.library, that is a point of 040/060 versions of programs.

680X0.library is only use IF needed, ie. I program makes a call to 68882 FPU it is transfered to 680X0.library.
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Old 16 December 2012, 21:50   #31
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Roy: If you are right it does NOT make calls to 68040.library, that is a point of 040/060 versions of programs.

680X0.library is only use IF needed, ie. I program makes a call to 68882 FPU it is transfered to 680X0.library.

ah i see, i think.

actually thinking about it clickbooms version cant be written in 040 code anyway can it?

i had i running(very slowly) on an 030 card with a 68882.

an fpu is required isent it?

so the librarys are required for lesser programs? translating between 68882 - 040 - 060 that way? or is it the maths libs,damn im getting old
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Old 16 December 2012, 21:55   #32
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timedemo demo1 and pressing tab after demo doesn't show any information of fps. It just continues to demo2

Roy: There was a special version for 060 cpus on clickboom's web site, it is couple frames per second faster than original.
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Old 16 December 2012, 21:59   #33
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timedemo demo1 and pressing tab after demo doesn't show any information of fps. It just continues to demo2

Roy: There was a special version for 060 cpus on clickboom's web site, it is couple frames per second faster than original.

really? can it still be downloaded?


he probably thought it was quake 2,pressing tab in that one stops the timedemo.actually in the console of quake 2 after typing timedemo 1 and pressing enter to initialise it pressing tab starts the timedemo and pressing it again stops it.like a stopwatch.
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Old 16 December 2012, 22:44   #34
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Nope

I made some digging and I could found it If you can't get it I need to set up my pc and transfer it from amiga to it and upload it to zone.

Still how can I get average fps out from quake? Time refresh gives about 12.1fps (320x256) 15.8fps (320x200) on start screen with my 060 66mhz and 7.1 (320x256) and 8.6fps (320x200) with 040 40mhz

It still playable with 040 though not so enjoyable

Somehow I thought that I've made this test with amiquake, but Im not. It doesn't seem to support timerefresh command???
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Old 16 December 2012, 23:57   #35
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whos port is this then

http://www.youtube.com/watch?feature...q8dkEg4#t=282s


how on earth do you get it to work in rtg?



anyway,if i use timerefresh in clickbooms version i get 19.447049 fps

shockingly,if i use that same command in blitzquake i get 34.357151 fps (thats in 640x480 which to my reconing is 4 times the area)

still i dont think its a good way to judge fps,its not very accurate as its just a 360 spin on the spot.



EDIT: nova,you should be proud of your port because to honest your port feels alot more responsive on the controls.it may not look faster but beleive me it is.theres a bit of a lag in clickbooms version when it comes to the controls.

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Old 17 December 2012, 00:20   #36
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EDIT: nova,you should be proud of your port because to honest your port feels alot more responsive on the controls.it may not look faster but beleive me it is.theres a bit of a lag in clickbooms version when it comes to the controls.
Thanks Roy, yes I am proud of it (I've been playing through the original Quake levels on my 1260).

Still more speed to come with my port, I just need the time to tweak it a bit more
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Old 17 December 2012, 00:27   #37
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Thanks Roy, yes I am proud of it (I've been playing through the original Quake levels on my 1260).

Still more speed to come with my port, I just need the time to tweak it a bit more



no probs,how do you enable rtg? also it would be really nice for us oldies to have a crosshair for aiming i cant seem to enable it in the console
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Old 17 December 2012, 00:32   #38
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no probs,how do you enable rtg? also it would be really nice for us oldies to have a crosshair for aiming i cant seem to enable it in the console
Currently my port doesn't support it but I can add a crosshair next time I do a release, no probs.
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Old 17 December 2012, 00:43   #39
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Nice port

It really feels very responsive

Roy you must have mediator/voodoo setup? I'm limited to zorro II and GVP Spectrum. Most of cases GVP is slower than aga, when benchmarkin things like Quake. It is because memory bandwich, zorro II 3.8mb/sec and AGA 4.2mb/sec
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Old 17 December 2012, 00:51   #40
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It really feels very responsive

Roy you must have mediator/voodoo setup? I'm limited to zorro II and GVP Spectrum. Most of cases GVP is slower than aga, when benchmarkin things like Quake. It is because memory bandwich, zorro II 3.8mb/sec and AGA 4.2mb/sec


yes its mediator voodoo,if i use the voodoo and software rendering its about the same speed as a cybervision64 3d or picasso 4

blitzquake is glquake really isent it? so alot of the work is done by the gpu on the voodoo(avenger)
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