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Old 18 October 2012, 14:25   #41
corpsicle
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Im using CGX so it should work nicely, cool ill try this tonight. =)
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Old 18 October 2012, 20:12   #42
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Yep, worked great, unfortunately no big performance gain.
Timedemo demo1 gave me 10.4 fps.
Very nice obviously, but not very playable. =)
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Old 19 October 2012, 02:32   #43
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Hiya,

Yep the AGA C2P routine is highly optimized so you won't get much of a speed increase using RTG for lower resolutions (eg 320x200), RTG only really starts make a difference at higher resolutions. As you can see the FPS are being limited by the CPU trying to render the scene and not by the chipset's ability to display it.

You really need more MIPS to get the most out of this port, my 80Mhz Apollo 060 makes it 'playable'.

It would be great if I could get it to run at a solid 15 FPS on a 50Mhz 060 but that's not going to happen any time soon (unfortunately).
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Old 19 October 2012, 06:00   #44
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Tried cosmos 68060.library patch just now and it didnt seem to give any performance boost, maybe this was already known.
Either way amiquake is really cool, thanks a lot for putting in the effort. =)
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Old 19 October 2012, 10:18   #45
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try hsmathlibs these games are fpu intensive,also try not to mix and match 68060.librarys between different makes cards.


@nova,is there any chance that the rtg screen can be set to a lower screenmode that would speed it up a bit for software rendering.sure the display wont be as pretty but hay ho its software rendered.
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Old 19 October 2012, 11:30   #46
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You can choose 320x200 once youve started amiquake with RTG.
I patched the phase 5 68060.library with cosmos patch so it should be fine.
Also, hsmathlibs arent free are they ? =P
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Old 19 October 2012, 14:06   #47
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Quote:
Originally Posted by corpsicle View Post
You can choose 320x200 once youve started amiquake with RTG.
I patched the phase 5 68060.library with cosmos patch so it should be fine.
Also, hsmathlibs arent free are they ? =P


hsmathlibs is only cheap,very cheap.
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Old 19 October 2012, 14:12   #48
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math libraries most likely won't make any difference with Quake.

Practically all programs that don't work without FPU use FPU instructions directly. (If it works without FPU: it uses math library or don't use FPU at all!)
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Old 19 October 2012, 15:14   #49
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Yep Amiquake is compiled for 060 + FPU so (in theory) it shouldn't need HSMATHLIBS.

Update: v1.10 released to AmiNet.
This will be my last update for this port for the foreseeable future as I have other ports to work on.

This is how it runs on my 80Mhz 060 now.

Standard Quake

Aliens TC

Last edited by NovaCoder; 20 October 2012 at 04:05.
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Old 02 February 2013, 22:29   #50
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Testing:
"TIMEDEMO DEMO1"

Full screen size
AUDIO=11025
other settings default as was
resolution I think for both is 320x200(?)

RTG: 10.0 FPS
PAL: 9.8 FPS

320x240 res gave 8.6 FPS in PAL.
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Old 02 February 2013, 22:38   #51
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Try version 1.11.

Audio rate should be 8000, maybe 6000 for your setup.

It runs like a dream on my 1200 -> AmiQuake v1.11, maybe I could lend you some MIPS my friend

And the next version looks even better on my AGA 1200 -> AmiQuake 2

Last edited by NovaCoder; 02 February 2013 at 23:19.
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Old 02 February 2013, 23:57   #52
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I can't change the resolution in RTG mode with the latest aminet version.
The game is launched on 640*480 (P96, Picasso II in 640*480 8 bits) but it is very very slow despite my 68060. Changing to 320*200 via Quake menu does not work: i can move the cursor but Enter has no effect.
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Old 03 February 2013, 00:04   #53
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Quote:
Originally Posted by NovaCoder View Post
This is how it runs on my 80Mhz 060 now.

Standard Quake

Aliens TC
Amazing. It runs as fast as my Pentium MMX 166Mhz with 16MB back in 1996. Nothing could beat a Motorola back in the day.
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Old 03 February 2013, 00:10   #54
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Wow this port is looking awesome, great work NovaCoder
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Old 03 February 2013, 04:53   #55
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Quote:
Originally Posted by Calabazam View Post
I can't change the resolution in RTG mode with the latest aminet version.
The game is launched on 640*480 (P96, Picasso II in 640*480 8 bits) but it is very very slow despite my 68060. Changing to 320*200 via Quake menu does not work: i can move the cursor but Enter has no effect.
Hiya,

I think I've broken the RTG support with the new timer code, sorry about that.

I'll have to remove RTG support for now.
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Old 03 February 2013, 09:56   #56
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if you do re-insert rtg nova,dont make it so it displays in 640x480 as its 4 times the cpu overhead of low res pal your only using software rendering so its going to be slow at that res.
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Old 03 February 2013, 09:56   #57
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Quote:
Originally Posted by NovaCoder View Post
Try version 1.11.

Audio rate should be 8000, maybe 6000 for your setup.

It runs like a dream on my 1200 -> AmiQuake v1.11, maybe I could lend you some MIPS my friend

And the next version looks even better on my AGA 1200 -> AmiQuake 2
Thanks me changes settings and tries again
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Old 03 February 2013, 14:50   #58
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New settings:
Screen size: as in your youtube videos - health & guns showing
sound: 6000

ran timedemo demo2, results:

PAL 11.9 fps
RTG 12.2 fps

Should it be this way or am I doing something wrong? I tested using a 64Mhz oscillator on 68k.
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Old 03 February 2013, 20:23   #59
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Hiya,

No that sounds about right for 64 MHz, don't forget mine runs at 80 MHz

New version 1.12 uploaded to AmiNet, this version removes the RTG support for now.

Last edited by NovaCoder; 03 February 2013 at 23:50.
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Old 06 February 2013, 06:19   #60
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Funny, because when I tried it ran in RTG mode just fine . But the version string still read "1.11".
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Old 06 February 2013, 07:04   #61
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Hiya,

Yep version 1.11 still supported RTG (although, maybe not that well?), version 1.12 doesn't have any RTG support and is the one I'm playing with at home

As I posted elsewhere, I've now confirmed that HSMathLibs are a must for AmiQuake (and my other ports). I don't think CyberPatcher/OxyPatcher will make any difference.
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Old 06 February 2013, 08:04   #62
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But I downloaded the 1.12 version from Aminet, still when checking file version it reports 1.11. Have you uploaded the right version?
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Old 04 May 2013, 02:35   #63
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New version just uploaded to AmiNet. I applied all the lessons learnt from porting Quake 2 which have resulted in a 10% speed boost!

It now runs as fast as I remember it on my old Pentium (using software mode) when it first came out

v1.13


Not bad for AGA is it?
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Old 04 May 2013, 03:07   #64
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Quote:
Originally Posted by NovaCoder View Post
It now runs as fast as I remember it on my old Pentium (using software mode) when it first came out

Not bad for AGA is it?
Indeed I can say the same. that 80Mhz 060 is as fast as my first Pentium 166 MMX with which i played Quake back then also on software mode in 320x240.
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Old 04 May 2013, 03:17   #65
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Awsome!
These ports of yours are the reason i dusted of my old Amiga.
I cant find version 1.13 on Aminet......It says No uploads will be moderated until Sunday.
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Old 06 May 2013, 07:40   #66
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Leeched and tested "timedemo demo1", result 14.4 FPS with my 64Mhz 060. Great
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Old 07 May 2013, 21:15   #67
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Does version 1.13 still support RTG (for the sake of non AGA amiga)?
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Old 07 May 2013, 22:18   #68
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Quote:
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Does version 1.13 still support RTG (for the sake of non AGA amiga)?
Nope sorry, just AGA
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Old 09 May 2013, 11:51   #69
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AmiQuake 14,28 fps
Quake060 15,76 fps

timerefresh command on console in startup screen

320x200 and 80% screen

My rusty old GVP Spectrum on Zorro II gives 12,66 with Quake060, differense is even bigger with Doom II 15fps and 26fps with PAL. I would like to know does it perform better with Zorro III. Can anyone test that? If you don't have Spectrum, Piccolo will do, but not Picasso II because it doesn't support Zorro III. At least in therory Zorro III should have much bigger bus bandwich.
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Old 11 May 2013, 21:54   #70
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Where can the latest RTG compatible and working Amiquake version be downloaded please?
There is only teh latest 1.13 on Aminet now.
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Old 12 May 2013, 02:39   #71
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try google

Google QUAKE060.LHA, that last clickboom's quake exe for 060 cpus. It supports RTG and seems to be little faster at least with my configuration.
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