05 December 2016, 16:06 | #61 | |
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In hindsight for someone to actually do it at the time I think was actually impossible because that 1 person would have to solve all sorts of issues to do with planer graphics as well as implementing a ray caster. In 2016 with the internet you can see years of experimentation to problems that the Amiga community has worked on. It's pretty easy to look at all the ways of doing things and choose the best methods... so the impossible could actually be possible because 31 years have passed! |
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05 December 2016, 16:07 | #62 |
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Why do you insist in using EHB? Will it be faster if you use 16colors? ST version looks prety good (but Ray mention that he used 32colors; I guess he used rater split for info bar).
Is it possible to add some raster effect to avoid to big pixels in 160x100 resolution? Maybe to write every sevond line but than image would be to dark...? I try to add dithering of you existing pseudo-screenshot in 16 colors and it look really nice! But then it would not be 160x100 but rather 320x200 Btw Doug measure around 40% of cpu time "wasted" on drawing in Wolf3D for ST. |
05 December 2016, 16:40 | #63 | |
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The 68000 can read texture data and write to fast memory at 160x100 in 1 frame at worst possible cases. If the resolution was doubled to 160x200 it would take 2 frames. And with the fast to chip memory transfer would take 1 frame. That would leave no bandwidth for game logic, ray casting and sprites. Even if the bit planes were dropped to 16 colours it would struggle. If it was a demo then yes you could get something looking good but it has to run a game as well. With all the testing I've concluded 160x100 is nice and comfortable for OCS. When I set out to do this I wanted 160x200 res but unfortunately the Amiga OCS does not have the bandwidth. |
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05 December 2016, 20:14 | #64 |
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Well... first Amiga (later 1000) was equipped with ICS chipset where EHB was not implemented...
EHB may be beneficial to create special FX when BPL6DAT can be feed with Copper pattern or mask (for example create fake shadow to improve visual aspect etc) - this should save some memory cycles (5 and 6 bitplanes in Lowres will reduce available memory bandwidth). |
05 December 2016, 20:27 | #65 |
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What universe are we in where an A1000 had 8MB of RAM? Mine (and all those of the people I knew) started off with 256Kb, then 512Kb when the expansion came out because most games coming out after needed it. When the 1MB expansion came out for A500s, nobody with an A1000 upgraded because 1) it was damned expensive and 2) there were very few games that needed it (that were worth playing) until the A600/A1200 came along...
So I'd like to see Wolfenstein on a typical A1000 with 512Kb RAM and no HDD |
05 December 2016, 21:02 | #66 |
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8 megs of fast RAM could be added to the A500 and A1000 using the original Zorro 1 slot on the side. That's the slot where hard drive controllers plugged in.
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05 December 2016, 21:25 | #67 |
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how much 8MB of fast ram would cost back in 80s?
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05 December 2016, 21:29 | #68 |
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512KB was about $100 back in 1990. Maybe even a bit more.
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05 December 2016, 22:25 | #69 |
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Atari 1040 ST was publicly acknowledge as first computer with price of less than 1$ per 1KB of RAM I think it was 1986. link
So 8MB of Fast ram in 1985. would be ridiculous expensive! (btw: this talk remind me on dlfrsilver silly statement that "Adding more memory never made a computer more powerful" in another eab thread: http://eab.abime.net/showpost.php?p=...5&postcount=21 |
06 December 2016, 10:26 | #70 |
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I do wonder if 8MB would also be required for a more simple game (meaning, same raycasting engine but less textures etc in use). This might not look quite as good, but would showcase the ability to do raycasting on say an A1000 with 512KB-2 MB of Fast RAM.
Which would still be expensive in 1985, but much more doable. |
06 December 2016, 12:50 | #71 |
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The original PC version could run on about 600k I think.
So I would like to keep the memory to 512 chip and 1mb fast which makes it more realistic for 1985. But we will see... I may need to take short cuts with giant look-up tables. |
06 December 2016, 22:14 | #72 |
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You don't even need the STE blitter. The CPU can do C2P cheaply on an ST because its bitplanes are laid out in memory in such a way that the 68k MOVEP instruction can quickly load them with chunky pixel data. It doesn't work on the Amiga (different screen memory layout) or anything with a 68010 or better (MOVEP was made much slower for some reason, probably because nobody used it). The limitation is that you're stuck with 160x200 graphics.
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06 December 2016, 22:30 | #73 |
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Someone please change thread title to "could have done" before I go mental every time I see it in my new posts list :P
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07 December 2016, 01:31 | #74 |
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27 June 2017, 23:52 | #75 | |
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Mine has an Insider II board with 2M.. I think 1M or 2M wasn't uncommon. (Wasn't common, but wasn't uncommon ;-) Of course, if someone showed a tiny demo that ran in 2M and said "Full Game requires 8M", would some people have spent that money for that back in the day? ;-) (OK, no developer would write a game to target a non-existent audience just to encourage purchase of more RAM.. Unless maybe the game was sold by DKB? ;-) desiv |
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13 July 2017, 10:21 | #76 | ||||
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Any updates on this? I want to see Wolf 3d on Amiga OCS
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Please tell me there are updates to this project |
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14 July 2017, 07:13 | #77 |
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And here is proof that all the calculations in this thread were correct.
Amiga 1000 / OCS should be able to DESTROY the ST port of Wolf 3d. [ Show youtube player ] |
14 July 2017, 08:58 | #78 |
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Calm down:
[ Show youtube player ] |
14 July 2017, 09:18 | #79 |
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While the code is of course nice this doesn't prove anything at all. In a demo part you can cut A LOT of corners to make the code fast and there's no AI for the enemies etc. needed. A full game is a completely different story!
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14 July 2017, 09:23 | #80 |
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@StingRay
Miggy4eva just want to show how demo is "proof" that Amiga can do better then ST. @Miggy4eva If you add FastRAM to Amiga then there is no doubt that she can do better raycast then ST. |
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