17 December 2009, 20:32 | #101 |
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17 December 2009, 21:11 | #102 |
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18 December 2009, 14:13 | #103 |
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great work!
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18 December 2009, 16:31 | #104 |
Supernormal
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any chance for smooth scrolling?
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25 December 2009, 18:03 | #105 |
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Hi, I've tried the 030 version with my A1200 and Blizzard 1230 IV.
It works quite well but I have no subtitle: there's a command to activate them or we have to wait for a next release? |
26 December 2009, 13:02 | #106 |
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Just use the tooltypes...easy
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26 December 2009, 23:21 | #107 |
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27 December 2009, 05:08 | #108 |
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Code:
SHOW_SUBTITLES=TRUE |
27 December 2009, 09:35 | #109 |
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Ops
I will try, thanks Edit: resolved, thanks! Last edited by Omolungo; 27 December 2009 at 10:36. |
27 December 2009, 10:38 | #110 |
The 1 who ribbits
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how about doing a cd version with all the music on, if it will fit of course
when you say big for the music how big are you talking realy must try this sometime, thanks NovaCoder |
27 December 2009, 10:41 | #111 | |
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Quote:
It already DOES support the CD version...so you get full digital SFX and speech + MIDI playback using just the AGA chipset |
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27 December 2009, 11:31 | #112 |
The 1 who ribbits
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Kewl
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28 December 2009, 12:39 | #113 |
son of 68k
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About the subtitles, perhaps it can be a good idea to set them to ON by default, as most people will want them (I think) - even though it was no problem for me to alter the tooltypes
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31 December 2009, 22:32 | #114 |
Amigaholic
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Where does it mention the tooltype settings you can use in the Readme? I've downloaded the DOTT_AGA_030.lha and read the DOTT AGA.readme and it does not mention nor give any tooltype settings you can use.
Apart from that the game runs great under WinUAE 2.0.1 + OS3.9, thanks for doing such a brill port *EDIT* Damn! The tooltypes get added after you run the game, didn't realise, been a few years since I've used an Amiga! Last edited by BarryB; 31 December 2009 at 22:38. |
02 January 2010, 02:34 | #115 |
Supernormal
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Tried it on my A1200 060. Well done
It's working without any text on screen. Characters open their mouth and close it right away. I'm softkicking 3.1 rom together with 3.9 rom updates using blizkick. Do I need systempatch as well? I have fblit and ftext in my s-s. I started blazewcp before running the game. It's been a long time I used AGA only Amiga so I'm not familiar with these AGA patches. BTW mouse pointer is a little bit sluggish is it normal? EDIT: SHOW_SUBTITLES tooltype found Last edited by ancalimon; 02 January 2010 at 02:40. |
02 January 2010, 07:11 | #116 |
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Hiya,
The latest version doesn't require SystemPatch or BlazeWCP |
14 January 2010, 01:17 | #117 |
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Heya NovaCoder.
This is pretty cool. I assume you removed the WriteChunkyPixel command, and replaced it with a C2P routine? If so, did it improve it alot? I assume you used the c2p from ADoom, or did you roll your own? For my little Amiga Program, I am using WCP. For the awesomeness called portability, my code just fills a 320x240 buffer up with raw pixel information. This lets my code work nicely on windows, mac etc. but I was concerned about the speed on Amiga, since mine is a 060, I currently haven't got an 030 to test it with. I wonder if I can force UAE to emulate at 030/50 speeds hehe. So I was wondering how much better the c2p worked then just WCP. |
14 January 2010, 04:12 | #118 |
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Yes that is correct, WriteChunkyPixels is gone (along with the need for BlazeWCP and SystemPatch). The main reason for the change was to implement double-buffering (smooth screen updates) which was proving too hard to do with WriteChunkyPixels.
I'm not sure if the assembler C2P routine is faster or not because BlazeWCP is meant to be very quick (and is probably using a very similar assembler C2P routine anyway). The C2P version of DOTT that I released to the Zone was only a quick hack (of a quick hack), I've got some ideas to make it a bit smoother (esp on faster machines, see UtilityBase for details). Yep I'm using the ADoom source which includes an 030 routine written by Mikael Kalms (who is also helping me). The only problem I had using the C2P routine in my project was trying to link the bugger with gcc c++ (I'm using Storm V4 on the Amiga), you can see all my posts on UtilityBase for more info You use it like this (taken from amiga_video.c): Code:
// render to the hidden bitmap video_which = 1 - video_which; c2p1x1_cpu3blit1_queue(imageData, video_raster[video_which]); Last edited by NovaCoder; 14 January 2010 at 04:21. |
14 January 2010, 05:06 | #119 |
The Grim-Button
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for portability, I mean, more then just Amiga, since I am using GCC.
Basically the differences for each platform, is the creation of the screen, rendering gfx, handling the input etc. So the graphics, is just a memory buffer, which represents the pixels. Different platforms then handle it accordingly. Input just passes information to an input manager etc. Means I can do all my coding on one platform, and just have VERY basic frameworks for the others. So I have stuff rendering on Windows, Iphone and Amiga atm. That's the idea anyway. |
14 January 2010, 05:36 | #120 |
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Sounds like a lot of work
My port using mostly platform independent code with AGA specific extension classes for graphics, sound, music. If you're seeing any screen-tearing or visual Artefacts using WCP in your code you might also want to swap to C2P. |
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