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Old 04 October 2013, 08:28   #121
Jacques
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Thanks Yeah, Doom (DoomAttack port) is fast indeed (I'd say normal), actually despite C2P it's much faster on 030 Amigas than on 386), Doom2 as well, Genetic Species Alien, Breed and many others (even Wolf3D under Mac emulation) are working fine. With exception for Alien Breed 3D II, which really requires 060
In general I didn't have any performance problems with my A1230, so not quite sure what can be a reason here. I didn't run AmiWolf from floppy, but once tried on clean AmigaOS 3.9 without million of patches which I normally have under AmigaOS 3.5, and the result is pretty much the same.
Plus the demo seems to be a bit slower than normal game, since there are a lot of enemies at the same time. I watched youtube videos and you can see Wolf3d running flawlessly on 286/16 MHz, hmm...
Anyway, no clue, every other program/game is working as you'd expect of 030@50 MHz Maybe someone else who has 030 could run Wolf3D demo and compare how it looks

@NovaCoder
I'm not Amiga programmer nor I wouldn't like to be "the smart one without actual programming it", but maybe the hardware-optimized C2P-routines (like in case of DoomAttack) could increase performance on different setups?
http://aminet.net/package/game/shoot...ttack#contents

Last edited by Jacques; 04 October 2013 at 12:19.
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Old 04 October 2013, 16:24   #122
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v1.10 ECS is definitely faster on A600, I'd say maybe 30-40%? But it's hard to quantify visually without some kind of FPS counter. Also tried it on Aca 1232 030/33: it runs at about the same speed as A600 030/40, but a bit smoother. The difference between 1.09 and 1.10 on A1200 is not as noticeable as it is on A600. It seems slightly faster though.
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Old 04 October 2013, 17:11   #123
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Quote:
Originally Posted by NovaCoder View Post
Can someone test this on a real 030 and compare it with the last version, thanks

Now on AmiNet
I think there's still old version of AmiWolf_AGA on Aminet, even though the description says 1.10, there's still old binary in it (the one from Sep 25th, not Oct 2nd).

But to avoid confusion on speed issue: I was testing the latest version you originally attached in this thread before.

Last edited by Jacques; 04 October 2013 at 17:35.
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Old 04 October 2013, 17:24   #124
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I'm curious if anyone has profiled the code and determined where all the cycles are going. Anyone ideas?
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Old 05 October 2013, 00:07   #125
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I've just tried v1.10 and I THINK it's quicker than previous versions but there's not a lot in it. I'd be hard pushed to tell you which version was which in a Pepsi challenge. Performance with my ACA 1231/42 seems to be exactly the same as Jacques especially the Wolf demo2 although I'm desperately trying to get DoomAttack to work so I can see if I can get anywhere near that level of speed. So far I can't find helpful instructions on how to get it to work.

By the way, iPhones suck!

Last edited by vroom6sri; 05 October 2013 at 00:18.
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Old 05 October 2013, 00:32   #126
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Novacoder - I've read the earlier post about using the mouse and strafing but would you please be able to setup AMIWOLF so you can aim with the mouse but move/strafe with the keys? I'm sure you know this already but when I'm strafing with A or D and move the mouse to turn all it does is act as a strafe input and thus conflict with my A or D Keys.
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Old 05 October 2013, 00:40   #127
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Hi guys,

Yep I just confirmed it's the old versions of AmiWolf & AmiSpear AGA on AmiNet? Not sure how that happened (maybe sleep deprivation), you can tell it's wrong by looking at the icon info.

Just disable the AUTO_STRAFE tooltype if you want the default (original DOS) movement.

I'll upload it here for now

Last edited by NovaCoder; 05 October 2013 at 23:59.
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Old 05 October 2013, 14:10   #128
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I've just tried your linked version (which incidentally is identified as V1.08 in the readme file) and there is no difference. I'm getting the same performance as Jacques showed on his video. Thanks for your efforts though Nova.

I'm sorry that you had to repeat yourself about the AUTO_STRAFE but I had read that bit in this thread and it wasn't what I meant. Like Quagliarulo said in his post I was expecting the mouse to work for aiming and the keys to work for movement. That'd be totally awesome.
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Old 10 October 2013, 12:44   #129
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I wonder if there's any room for further optimization? NovaCoder?
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Old 10 October 2013, 18:30   #130
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Hey dudes! Thanks to NovaCoder for the grouse new Amiga port, I've added a couple of videos of Wolfenstein running on some Amiga computers along with a bunch of other systems it's been ported to on my playlist. Check it out and compare how it runs on all this classic hardware!

http://www.youtube.com/playlist?list...xFaDuDj6-kLesH
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Old 11 October 2013, 02:09   #131
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Quote:
Originally Posted by Jacques View Post
I wonder if there's any room for further optimization? NovaCoder?
It's already very optimized

Certainly it's the fastest Wolfenstein 3D Amiga port to date and also the most complete, that's good enough for me

Actually, I did make one last change the other day which will make it slightly faster, I'll upload new versions to AmiNet when I get a second.



Quote:
Originally Posted by Bluntman View Post
Hey dudes! Thanks to NovaCoder for the grouse new Amiga port, I've added a couple of videos of Wolfenstein running on some Amiga computers along with a bunch of other systems it's been ported to on my playlist. Check it out and compare how it runs on all this classic hardware!
Cool, thanks looking good
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Old 11 October 2013, 13:16   #132
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Old 11 October 2013, 13:28   #133
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Can / have you code profiled it to see where most of the CPU time is taken up?
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Old 12 October 2013, 15:13   #134
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Quote:
Originally Posted by alexh View Post
Can / have you code profiled it to see where most of the CPU time is taken up?
I think Storm C++ V4 had a profiler with their hacked gcc v2.9? I'm using a newer version of gcc 3.4, don't know of any working profiler that I can use

Don't even have a working debugger, makes any kind of Amiga development very difficult (I've learnt to write lots of logging statements).
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Old 12 October 2013, 16:37   #135
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Just a note to add that that the Spear of Destiny Mission packs seem to work ok in AmiSpear. No extra lsfx/music to process as they use the same as the main game. However the normal sfx folder does need swapping. They are packaged with the steam version of the game.

3 files change for each pack. GAMEMAPS,MAPHEAD and VSWAP.

*.SD1 = Spear of Destiny
*.SD2 = Mission 2: return to Danger
*.SD3 = Mission 3: Ultimate challenge

Just rename the 3 files to *.SOD to play each mission pack and add the relevant SFX folder from files extracted by WolfExtractor. (mission 2 and 3 seem to share the same sample set ) Edit: it looks like you should overwrite the M1 sample set but only for the M2/M3 levels else samples from m1 that are used will be missing.

I cant say if it works perfectly or not as im not sure if Amispear knows about the new sample placements.

Last edited by Mad-Matt; 12 October 2013 at 20:08.
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Old 16 October 2013, 17:46   #136
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Quote:
Originally Posted by NovaCoder View Post
It's already very optimized

Certainly it's the fastest Wolfenstein 3D Amiga port to date and also the most complete, that's good enough for me

Sorry, but if this port needs 300000 bytes of stack, then can be optimised much more, stack accesses are slow, better use registers only. Anyway perhaps the fastest 68k port of Wolfenstein is Atari ST port:
http://www.atarilegend.com/games/gam...p?game_id=3991
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Old 16 October 2013, 18:13   #137
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How about Wolf 3D running on Sega Genesis http://www.sega-16.com/forum/showthr...r-sega-genesis
I wonder if the code is open sourced?
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Old 19 October 2013, 17:49   #138
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@novacoder I'm desperate to try it on my Amiga 600 with Vampire turbocard, but I don't get AmiWolf to work. The GURU "8000 000B" keeps appearing.

Is a FPU necessary or is it something else (Snoopdos OK'ed all PC files)?
 
Old 19 October 2013, 18:05   #139
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@mendark

If you have a Chip Ram expansion board lease try to remove it and see if AmiWolf now works
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Old 19 October 2013, 19:23   #140
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Any chance of seeing the source code?
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