30 August 2020, 09:50 | #501 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
|
30 August 2020, 10:51 | #502 | |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
|
Quote:
But once you get around the chunky issue, the real issue comes out - Amiga OCS/ECS uses 7MHz CPU with 16-bit bus and no instruction cache. Having ton of registers helps... but keep in mind that Doom required 486 DX4 100MHz to run smoothly with the target 35 FPS. |
|
30 August 2020, 11:46 | #503 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
|
|
30 August 2020, 11:58 | #504 |
Registered User
Join Date: Nov 2018
Location: Belfast
Posts: 1,512
|
Looking forward to seeing the new video.
|
30 August 2020, 12:48 | #505 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,410
|
Quote:
An instruction cache is a small amount of memory the CPU has built into itself. This memory runs at the same speed as the CPU, so never slows the CPU down. When reading instructions from memory, a CPU with such a cache also stores the instructions (plus any operands) in the cache, overwriting the oldest entry if no space is left. This mechanism allows the CPU to execute instructions that are already in the cache without having to read them from main memory again. This does not speed up purely sequential code, but code that loops can become significantly faster that way, as long as it fits in the cache. |
|
30 August 2020, 17:14 | #506 |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
|
Ok, the new video is up!
Have fun! [ Show youtube player ] |
30 August 2020, 17:52 | #507 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,468
|
Quote:
For the technical answer see what roondar wrote. Even though it's tiny (256bytes on 020/030) it makes a difference when you have machines with chip memory only, since the instruction fetch doesn't have to access the bus. Of course you have to know how to exploit it, writing the code so as not to jump around too much and maximize use when you have other DMA channels that access the chip mem |
|
30 August 2020, 19:03 | #508 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,881
|
Looks fantastic as always, but don’t let this project burn you out, let people help with testing etc
Maybe go the Doom route and release a shareware demo first and make some add on level packs as you go? |
30 August 2020, 20:00 | #509 |
Registered User
Join Date: Mar 2012
Location: Norfolk, UK
Posts: 1,153
|
|
30 August 2020, 21:16 | #510 | ||
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
|
Quote:
Top problem currently are video scripting, recording, animating & editing. Quote:
|
||
31 August 2020, 00:39 | #511 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,645
|
Quote:
For years, I do motion graphics in AE (part of my regular job, and workflow), and what you did, is done very well, very precise, and the motion was good. It's so well done, that I maybe could find you a job. to do some motion graphics. But I won't do that. 'cos I want you to stay focused on the game. I believe you're very inspired in the "new world" of motion graphics you found, but I assure you, that's something is really easy to master, unlike programming asm for Amiga. Keep it up bro. |
|
31 August 2020, 09:24 | #512 |
Registered User
Join Date: Aug 2014
Location: Netherlands
Posts: 695
|
Nice update! The improvement on the weapons sprite is huge! Also, the test map you are using, with an outside wall with portals in it looks really nice. I am still surprised by the way this engine manages to create a real doom look on such a lowend machine. One question after watching it: The weapons sprites are using the same screen palette and are drawn/blitted in the screen itself if I understand correctly. You mention hardware sprites are not used for the weapons yet but is this indeed on the roadmap? update: Watched again and that answered my question Last edited by Mathesar; 31 August 2020 at 11:35. |
31 August 2020, 12:50 | #513 |
Bad Banana
Join Date: Jul 2020
Location: Sweden
Posts: 58
|
Looks like the game is coming along, is that the final palette I see there in Dreadtool or is more changes coming down the line?
|
01 September 2020, 02:45 | #514 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,031
|
Quote:
*edit: for the sake of clarity I should mention that the talk is about a tech demo KK might release. There are no definitive plans or work done for a brand new game at this point. Last edited by Tsak; 01 September 2020 at 03:58. |
|
01 September 2020, 20:44 | #515 | |
Registered User
Join Date: Aug 2014
Location: Netherlands
Posts: 695
|
Quote:
Can't wait. I think the game (or tech demo) already looks good as it is. Although it might be a "group of pixels" in some places as KK tends to call it, somehow it "feels good". The level design, smoothness, the effects of the weapons, tricks in the engine giving open sky, shadows, portals, etc, etc. It feels like a proper game already. Optimized graphics would be the icing on the cake PS: Oh, and sound + music But that might be pushing the RAM envelope.. |
|
01 September 2020, 21:47 | #516 | ||
Bad Banana
Join Date: Jul 2020
Location: Sweden
Posts: 58
|
Quote:
Quote:
I believe you could get some great music with just two tracks but it needs some specialized work (baking samples into eachother etc), as a musician I would love to help with this but I haven't used a tracker in over 20 years so I'm the wrong person for this job. |
||
02 September 2020, 08:48 | #517 | |
Registered User
Join Date: Aug 2020
Location: Australia
Posts: 663
|
Quote:
[ Show youtube player ] Cyberwolf (Wolf3D clone) runs pretty good on stock Amiga 500 with 1MB already. New games for the Amiga is always welcome. For LOL, I purchased $5 68010 for my A500. 68010 has a tiny 6 bytes instruction cache. I have Amiga 1200 (rev 1D4, AF KS 3.X ROM, 16GB SD-to-IDE) with incoming add-on hardware parts (slow parcel delivery). Last edited by hammer; 02 September 2020 at 09:06. |
|
02 September 2020, 08:55 | #518 | |
Registered User
Join Date: Aug 2020
Location: Australia
Posts: 663
|
Quote:
New game content on the Amiga platform = better. |
|
02 September 2020, 08:57 | #519 | ||||||||||
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
|
Quote:
Quote:
Geralt: smiles But there is progress, so we are good. Quote:
Quote:
Quote:
Quote:
Quote:
Building on top of that, we could also just add the song sounds to the system, so all things could allocate depending on voice priority. Of course that would be useful only for the 4-channel mono config. Quote:
EDIT: Quote:
The 68010 doesn't improve performance too much (instruction cache for just two instructions?), anyway. Quote:
Last edited by KK/Altair; 02 September 2020 at 09:02. |
||||||||||
02 September 2020, 10:14 | #520 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,213
|
Incredible!
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Amiga DRAM chip tester for HYB-514256B with Arduino UNO - Amiga 500/500+ | andy2018 | support.Hardware | 0 | 31 October 2018 21:27 |
Amiga 500 Rev.6A VS Amiga 500 Plus with 2MB chip and ACA 500 | turrican9 | support.Hardware | 0 | 24 December 2016 02:16 |
Final Fight on AMIGA 500+ (500 Plus), not 500! | padremayi | support.Games | 55 | 09 March 2016 20:39 |
Possible to port Alien Breed 3D maps to Doom? (I know AB3D has features Doom can't) | dex | Coders. General | 2 | 21 January 2012 22:06 |
GL Doom for Amiga | fitzsteve | support.Games | 1 | 09 November 2010 12:52 |
|
|