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Old 25 July 2019, 20:52   #161
Juz400
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Do any of the new instructions that `080` have help with the `matrix` calculations needed with 3D or are they more geared towards video playback?
Ive been watching alot of onelonecoder utubes, lots of C tutorials inc 3D

https://www.youtube.com/channel/UC-y...UJZvieEligKBkA

Crikey theres ALOT of maths to the 3D rotation, line of sight and then render to a 2D screen!
My ASM coding skills back in the day didnt include vectors, BOBs was about it unfortunatly...
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Old 26 July 2019, 03:48   #162
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Here is a video of me running this on uae4arm on a raspberry pi 4, 2gb edition.
[ Show youtube player ]

Sent from my Pixel 2 XL using Tapatalk
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Old 26 July 2019, 04:16   #163
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Here is a video of me running this on uae4arm on a raspberry pi 4, 2gb edition.
[ Show youtube player ]

Sent from my Pixel 2 XL using Tapatalk
Very cool, looks super-smooth. Wonder how fast a native port would be

Actually I think a pure Yamagi OpenGL port would be preferable, I'll try knock up a port this weekend

I'm loving my Pi setup with SC-55 support for games

Last edited by NovaCoder; 27 December 2020 at 13:08.
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Old 26 July 2019, 05:22   #164
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Actually I think a pure Yamagi OpenGL port would be preferable, I'll try knock up a port this weekend
Careful if you want it to run on an RPI4, you can't use the old legacy way, and need to embrace X11.
Isn't hard, just annoying. Had to fix my work program to support both methods.
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Old 26 July 2019, 07:23   #165
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Do any of the new instructions that `080` have help with the `matrix` calculations needed with 3D or are they more geared towards video playback?
Yes and no. The 080 has additional registers which the FPU can use. The higher number of registers is useful for matrix operations for which the only eight registers of the original FPU aren't enough to keep all the operands. Using these new registers in FPU instructions requires using new instruction encodings, hence, will be new instructions on the machine level even if the mnemonics for the instructions remain the same. Another important change in the 080 FPU is that it is fully pipelined. This means that a new instruction can be started in every cycle which means a massive improvement of MFLOPS achievable. There is work being done on GCC to achieve netter FPU code generation for the 080.
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Old 26 July 2019, 08:26   #166
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what do i need to configure in order to get cd audio working?

and what files do i need to copy for working addons? they are not in baseq2 folder on pc version, where all addons are installed. because i already copied all .pak files from baseq2 folder but there are no addons on amiga side...
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Old 31 July 2019, 09:51   #167
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so "supporting mission packs" is a fake i assume...
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Old 31 July 2019, 12:48   #168
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so "supporting mission packs" is a fake i assume...
Nope..

[ Show youtube player ]

[ Show youtube player ]

I don't even have an Amiga these days so can't really help you to get it working
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Old 13 April 2020, 10:45   #169
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The most I managed was 8.5fps for timedemo 1, with the 80mhz 060 in my A1200

I wish Nova would have another crack at this and add the ability to shrink the screen size back in
@Nova - here’s hoping you’ve had chance to have another look at this some Q2 optimisation and screen resize would be great
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Old 13 April 2020, 12:35   #170
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@Nova - here’s hoping you’ve had chance to have another look at this some Q2 optimisation and screen resize would be great
Have you tried the optimised version by Cosmos?

http://cosmosamiga.free.fr/download/AmiQuake2_115.lha

RTG version:

http://cosmos-amiga.fr/cosmosamiga/d...e2_115_RTG.lha

Lots of other stuff there, like Quake, Wazp3D e.t.c.

http://warpclassic68k.blogspot.com/p/blog-page.html
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Old 13 April 2020, 14:00   #171
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Interesting, thanks for the link. I’ll give 115 a try
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Old 13 April 2020, 18:21   #172
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Doesn’t appear to be much different - still 8.3fps timedemo demo1.dm2
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Old 22 October 2020, 15:09   #173
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Is there no interest in this version of Quake II? It's very fast in RTG mode, v1.34. Highest RTG mode listed is 800x500. It's really terrific!
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Old 22 October 2020, 19:41   #174
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?

There are 173 posts in this thread. No interest?
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Old 23 October 2020, 05:07   #175
Weaselrama
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?

There are 173 posts in this thread. No interest?
The most recent are mostly from 2019.

I suppose it's possible the reason for that is that it runs with fewer issues on more configurations than AmiQuake (I). If so, disregard.

Last edited by Weaselrama; 23 October 2020 at 06:12.
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Old 23 October 2020, 06:57   #176
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Highest RTG mode listed is 800x500. It's really terrific!
It actually supports a max resolution of 1280x720 same as my ports of AmiDuke, ODAMEX, Descent and AmiQuake


You just have to make sure you have a 1280x720 8bit mode available to the games.
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Old 23 October 2020, 07:25   #177
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It actually supports a max resolution of 1280x720 same as my ports of AmiDuke, ODAMEX, Descent and AmiQuake


You just have to make sure you have a 1280x720 8bit mode available to the games.
We're back up to speed. I don't think I could recreate that if I tried but I have all resolutions supported by Picasso now, same as the others. Weird. I went back in to play a saved game and the resolutions were there.

Excellent port as always, NovaCoder!
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Old 24 October 2020, 00:22   #178
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We're back up to speed. I don't think I could recreate that if I tried but I have all resolutions supported by Picasso now, same as the others. Weird. I went back in to play a saved game and the resolutions were there.

Excellent port as always, NovaCoder!
What hardware config are you playing the Q2 port on?
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Old 25 October 2020, 16:51   #179
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I'm confused, why would anyone want to play Quake 2 on ANY platform?
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Old 25 October 2020, 19:48   #180
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What hardware config are you playing the Q2 port on?
FS-UAE OS3.9 w/ AfA. P96, A4000/68040-NOMMU. 256MB chip/other. I found that I had to take the resolution down to 672 x 540 (as opposed to the 800 x 600 I get in AmiQuake I) to take care of audio lag and some freezing of frames at higher resolution.
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