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Old 14 January 2010, 10:45   #121
Vairn
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ahh, ok cool.

I guess, I should get my 1200 out to test it on, other then uae.
I doubt I will have much of an issue for it though, high frame rate isn't needed, for a DM clone hehe. If I end up doing something more actiony in the future, maybe then.
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Old 14 January 2010, 10:49   #122
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Quote:
Originally Posted by NovaCoder View Post
Sounds like a lot of work

My port using mostly platform independent code with AGA specific extension classes for graphics, sound, music.
.
It isn't as hard as you think, for input and gfx anyway, writing raw pixels to screen isn't that complex. and input, just mouse pos buttons, and keyboard.

Most platforms are handled by SDL, so Win/Mac/Linux.
Iphone is my own engine hehe.


Sound will probably require more work.
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Old 14 January 2010, 23:56   #123
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Vairn,

Make sure you call 'WaitTOF();' before calling 'WriteChunkyPixels()', that solved a lot of my original tearing issues.
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Old 15 January 2010, 00:04   #124
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Originally Posted by Kada View Post
This is not meant as bashing, but something I've always been thinking about....

Why is it that a game like DOTT needs a 030 to run somewhat properly? I'm also thinking about the scene in Indy 4 where you walk across the sceen in that middle east city (can't remember name right now). On my old Amiga 500, this took like 5 minutes or something! Indy was moving slower than a snail across the screen.

I'm a programmer myself, and I just can't see why it was happening... Even on a 7 mhz machine. They must have done some really bad porting over at LucasArts. The scene consists of a non-animated bitmap background, and a moving sprite across it. How can *that* eat such resources?? I'm thinking about games like Super Stardust or Elfmania that ran smoother than silk, and then we have this seemingly non-techical game from LucasArts that more or less stood still.

Somebody enlighten me, please
Easy answer. This is essentially a PC VGA game and as such was originally coded for a 320x200 256 colour chunky display with MIDI music.

This causes a few obvious problems with the AGA chipset which uses a planar display which means that all of the graphics have to be converted each frame (C2P) and AGA is in any case slow with 256 colours because it's based on the old OCS chipset. The other major problem is the AGA chipset cannot do native MIDI and instead has to use some expensive routines to do it in software.

Games like Super Stardust would have been developed using native Planar graphics a native sound format (probably MOD) and coded to the chipset's strengths, which is why they run so well on lower-spec'd machines.

Last edited by NovaCoder; 17 January 2010 at 23:49.
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Old 16 January 2010, 11:07   #125
Vairn
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yeah, it would be lazyness, since they could of written a tool to take the chunky graphics and turn it into planar, then used the converted ones.
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Old 19 February 2010, 15:11   #126
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I tried the latest version but its unplayable for me. The sound is crap (sorry) and the game is was too fast on my A1200. I am runing now an older version with 060 executable and its nearly perfect.
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Old 23 February 2010, 05:17   #127
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Cool, glad you found a version that worked for you DJBase
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Old 26 February 2010, 00:54   #128
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Hi,

My to-do list:
  • Get music working
Getting the music working is proving a little tricky at the moment but I hope to crack it soon. I've got the original PC CDROM version so I should be able to convert all speech/sfx and music for my Amiga version.
Is it possible to get native midi support in dott aga using my roland sc-55 sound module connected to my amiga? Is it possible to patch the settings?
If not, please consider optional native midi support in future versions.

BTW: There are already amiga games with midi support (MT-32)

[ Show youtube player ]

Lutz

Last edited by Lutz G; 26 February 2010 at 01:56.
 
Old 26 February 2010, 04:02   #129
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Hiya Lutz,

That's impressive sound quality, I always liked the good old MT-32.

I doubt I'd get time to add support for it though, I'm having enough trouble finding the time to just do a straight port of the latest version of Scummvm over to 68k (time poor and badly paid).

What about AHI, does that enable you to output to your MT-32?
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Old 26 February 2010, 10:01   #130
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What about AHI, does that enable you to output to your MT-32?
Just had a look at this AHI site http://arp2.berlios.de/ahi/

Don't know if it supports a midi interface - it supports soundblaster stuff - (including midi port?) - perhaps I could get it to work?

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Old 26 February 2010, 10:15   #131
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If you could get your RT-32 to work through AHI then I should be able to support it in DOTT.
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Old 26 February 2010, 14:47   #132
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maybe adding midi out support through camd.library would be an option ? It would also allow softsynth through gmplay ....but i think doomsound.lib is prefured
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Old 27 February 2010, 21:27   #133
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maybe adding midi out support through camd.library would be an option ? It would also allow softsynth through gmplay ....but i think doomsound.lib is prefured
Have to check it out. BTW: Testing the midi output is possible using winuae:. Just choose Game I/O Port in emu menue -> MPU-401 Out (if you got midi hardware). Choosing midi softsynth instead should be working too.
 
Old 28 February 2010, 09:34   #134
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Isn't it possible to emulate that kind of MPU-401 hardware ?
This would help PC games ports (like mine ).
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Old 28 February 2010, 16:19   #135
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There is Munt for emulating MT32 but its 32bit windows only. Should be able to select it as a midi output device in winuae. Those siera games sound quite odd through normal midi out (as my soundfont doesnt emualte mt32 in any way). (cant try munt as im win64bit only on all machines here)
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Old 28 March 2010, 19:56   #136
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Wow, this works good om my AT 1200 030 50mhz and 16mb ram.

Maybe a stupid question: It looks like the game is in ntsc-mode, can I switch to pal-mode?
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Old 27 July 2010, 19:23   #137
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Where can i get this game? There's no working download-link...
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Old 17 August 2010, 16:34   #138
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I 2nd that where do we get this game, 020 version

Cheers
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Old 17 August 2010, 20:41   #139
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I found a download that works fine on my 020 A1200. Is it ok to link to it? Wondered if there was a reason we had no links for it. I never actually looked on the file server either.

Cheers
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Old 16 December 2010, 00:59   #140
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nice shoes

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