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#1 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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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#2 |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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looking good so far!
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#3 |
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Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 923
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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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#4 |
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Moderator
Join Date: Sep 2006
Location: Germany
Age: 35
Posts: 22,495
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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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#5 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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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#6 |
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cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 31
Posts: 2,216
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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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Error: signature could not be parsed. |
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#7 |
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Amibay Mod/Staff
Join Date: Jun 2010
Location: birmingham uk
Age: 37
Posts: 808
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great mate thanks for your hardwork
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A1200T 1d4:blizzard 1260/50/192mb/scsi kit:mediator 1200:radeon 9250:sb128:100mb net:spider usb clone:fastata-iv:amiga to ps2 mouse:80gb hd:zip100 ide:a4000 keyboard A1200D 1d4:blizzard1230mk4/50/scsikit/128mb:indy mk ii:fastata mk ii:40gb A1200 rev 2b*2 x A1200 1d4*A1200 1b*A600 2mb 4gb*A500*cd32 x2*cdtv= sfs cf guide http://eab.abime.net/showthread.php?t=61048 cwb3.9 guidehttp://eab.abime.net/showthread.php?t=61180 |
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#8 |
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Registered User
Join Date: Dec 2011
Location: Poland
Posts: 63
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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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-A4000D rev.D CR (recap), PIO2 mod planned -CyberStorm MK II MC68060 + 128MB RAM -Picasso IV -Toccata -Ariadne |
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#9 | |
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Banned
Join Date: Aug 2011
Location: Saturn
Age: 41
Posts: 279
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Quote:
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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#10 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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#11 |
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Registered User
Join Date: Dec 2011
Location: Poland
Posts: 63
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Do you think Quake 2 would be playable on 060???
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-A4000D rev.D CR (recap), PIO2 mod planned -CyberStorm MK II MC68060 + 128MB RAM -Picasso IV -Toccata -Ariadne |
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#12 |
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Blizzard PPC club rocks!
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Think Natami!
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A1200 BlizzardPPC 603e+ 366Mhz 060/64Mhz - D-Box tower **Mediator TX |Voodoo3|10MB Ethernet|Nec USB| - OS3.9 (BoingBag powered)** CD32 - original joypad & honeybee - join the Blizzard PPC club! | PPC-Warp3D games speed boost! | BlizzardPPC+Mediator+Voodoo setup guide (PDF - feedback appreciated...) join the Finnish Amiga Users group me @ amigamap.com Project Rutinski band website - rock music with punk attitude! |
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#13 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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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#14 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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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#15 |
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Registered User
Join Date: Dec 2011
Location: Poland
Posts: 63
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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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-A4000D rev.D CR (recap), PIO2 mod planned -CyberStorm MK II MC68060 + 128MB RAM -Picasso IV -Toccata -Ariadne |
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#16 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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.
Last edited by NovaCoder; 10 October 2012 at 07:00. |
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#17 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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#18 |
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Registered User
Join Date: Mar 2010
Location: Napoli, Italia
Posts: 25
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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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#19 | |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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Quote:
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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#20 |
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Registered User
Join Date: Dec 2011
Location: Poland
Posts: 63
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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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-A4000D rev.D CR (recap), PIO2 mod planned -CyberStorm MK II MC68060 + 128MB RAM -Picasso IV -Toccata -Ariadne Last edited by tom256; 03 September 2012 at 18:03. |
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#21 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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 Last edited by NovaCoder; 01 November 2012 at 06:22. |
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#22 |
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Registered User
Join Date: Dec 2011
Location: Poland
Posts: 63
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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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-A4000D rev.D CR (recap), PIO2 mod planned -CyberStorm MK II MC68060 + 128MB RAM -Picasso IV -Toccata -Ariadne |
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#23 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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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#24 |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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#25 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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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#26 |
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mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 307
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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
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Ibe U |
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#27 |
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Registered User
Join Date: Dec 2011
Location: Poland
Posts: 63
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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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-A4000D rev.D CR (recap), PIO2 mod planned -CyberStorm MK II MC68060 + 128MB RAM -Picasso IV -Toccata -Ariadne |
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#28 | |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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Quote:
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. Last edited by roy bates; 16 December 2012 at 21:24. |
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#29 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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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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#30 |
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mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 307
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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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Ibe U |
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#31 | |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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Quote:
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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#32 |
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mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 307
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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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Ibe U |
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#33 | |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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Quote:
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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#34 |
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mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 307
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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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Ibe U Last edited by utri007; 16 December 2012 at 23:03. |
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#35 |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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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. Last edited by roy bates; 17 December 2012 at 00:17. |
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#36 | |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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Quote:
Still more speed to come with my port, I just need the time to tweak it a bit more ![]() |
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#37 | |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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Quote:
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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#38 |
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Registered User
Join Date: Sep 2007
Location: Melbourne/Australia
Posts: 2,335
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#39 |
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mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 307
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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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Ibe U |
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#40 | |
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Registered User
Join Date: Apr 2011
Location: birmingham
Age: 44
Posts: 1,968
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Quote:
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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