05 November 2019, 23:49 | #221 |
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It's so bad share idea? Maybe He can get something good, and come out with better new one for his project. I don't see what's the problem..
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05 November 2019, 23:50 | #222 | |
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05 November 2019, 23:50 | #223 | |
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I'm no coder, but it's clear that quite a few people in this thread are questioning your logic / technique. |
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05 November 2019, 23:55 | #224 |
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Did a demo that performed cp2 via blitter, otherwise I won't be here to share it. Btw I wont' go out of topic and bite space for this great project
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05 November 2019, 23:56 | #225 | |
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Edit: your post after this one has been deleted sandruzzo, no more rubbish from you in this thread please. Last edited by DamienD; 06 November 2019 at 00:03. |
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06 November 2019, 00:54 | #226 | |
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I would be happy, if you can prove me wrong, but I do not think this is going to bring any improvement and will only slow things down. |
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06 November 2019, 01:03 | #227 |
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06 November 2019, 01:32 | #228 |
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I also think the timing to update the line-pattern by cpu would poof next to impossible, as you would need to draw a full 100 px line and change the pattern just in time every 16 pixels ... otherwise you would need to set up the Blitter to draw short 16px lines and the overhead for the setup would ruin everything speed wise...
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06 November 2019, 01:41 | #229 |
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The line mode planar texture mapper has been done. C2P is faster on an 030+ using the CPU and a 68000 doesn't have the oomph to pull it off either way. A blitter-based C2P is the right way to boost a 68000 as the demo this thread describes indicates.
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06 November 2019, 04:24 | #230 | |
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The guy is Zbigniew Po?oga - don't remember the nick nick is PPill and has its own thread in EAB - and since october me and Sandruzzo are waiting for feedback and levels; is a bit OT here but if someone has it in their acquaintances please let him know we need feedback! Last edited by saimon69; 06 November 2019 at 05:13. |
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06 November 2019, 07:30 | #231 | |
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07 November 2019, 01:49 | #232 | ||||||||
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The 2x2 resolution is a design choice allowing hitting 10+ FPS required for an action game. While this saved one pass by ordering bits, the Blitter still copies all 320 pixels (which I used for dithering). It does benefit from doubling scanlines, though, as it halves amount of work. I appreciate the creative thinking in the direction of Blitter line drawing (without such type of thinking my game wouldn't have existed), but this way Blitter can only move one bit every 6 or 8 cycles. In my current technique Blitter transfers 16 pixels every 6 cycles, and even though two such passes are required, it's still about 8x as fast as line drawing could be. Anyway, the C2P isn't any major bottleneck for me right now. If I should name any, it would be (vertical) scanline drawing setup. Not the actual copying of pixels, but deciding what, where and how pixels should be scaled and copied. Quote:
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And don't judge visuals by modern standards. Quote:
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Unfortunately, basic estimations make line drawing C2P look order of magnitude slower than my current solution, so that all for it. Unless I completely misunderstood something about this technique. Quote:
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07 November 2019, 02:56 | #233 |
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@KK/Altair
Thanks Mate, I appreciate a lot your attitude. Have you ever consider to do some kind of "Low-details gfx mode", in order to have walls without textures and go faster on A500? |
07 November 2019, 03:36 | #234 | |||||
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As you answered him: "but this way Blitter can only move one bit every 6 or 8 cycles" - so this wouldn't leave enough sloth left for the cpu, if you want to draw 160*100 pixels this way... Quote:
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@sandruzzo: but I am happy if you poof us wrong here! Quote:
after some thinking: one could set up a extensive Copper-list to feet the data register for the line drawing ... that would make the timing manageable, but the cpu would than need to fill the complete screen-data into that list and the list would be at least double the size of you screen and Copper-fetches would use up all available slots ... so this is never going to work without real FastRAM. |
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07 November 2019, 03:40 | #235 | |
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here is a video: [ Show youtube player ] a) it has already be done b) without textures its not doom-like anymore |
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07 November 2019, 06:05 | #236 |
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@Gorf
That game look great, and very wast. Would be great to be able to choice level of details. |
07 November 2019, 10:13 | #237 |
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07 November 2019, 11:44 | #238 | |
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One can try to use alternative blits that have idle cycles to get closer to having a blitter nice bit - e.g. using a BC->D blit instead of AB->D; the latter one should contain an idle cycle for every 3 memory cycles according to the diagram in the HRM errata. That's of course only a hack and has other limitations that might make it the inferior option. Last edited by chb; 07 November 2019 at 11:49. |
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07 November 2019, 12:45 | #239 | ||||||||
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My C2P implementation right now can be triggered at any moment, and when it finishes it will schedule screen swap on next vsync. And there are two chunky buffers, which means that CPU can fill them and commit to C2P as fast as it can without taking any vsync into consideration. So, if you are several miliseconds late to fit your rendering in 4 frames, you don't loose rest of that 5th frame waiting. Quote:
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Basically, when starting a frame CPU and Blitter work together competing for cycles. Then Blitter finishes the work, CPU remains alone, and some cycles are wasted - during horizontal & vertical overscan when display is not fetching and when CPU performs operations not requiring memory access. Quote:
Thanks for all the suggestions like this. This thread is really useful! Quote:
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07 November 2019, 13:37 | #240 |
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@KK/Altair : I am quite sure the last comment you have quoted was not for you
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