10 March 2024, 17:32 | #41 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,105
|
Quote:
However I've just noticed that VBlank interrupt routine calls ScrollVPort and in both of you're crashes that's happening concurrently. Surely that can't be a coincidence! Originally the game called WaitTOF just before LoadRGB32 which ensure they'd be very unlikely to overlap, but I patched that out. If you enable the "Frame rate limit" option the WaitTOF call will not be patched, and if I'm right the crash should not happen. Game will be limited to 12.5fps, but better than not working. I'll try to confirm this theory and get it fixed. |
|
10 March 2024, 18:17 | #42 | |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 635
|
Quote:
I can't fix that with "NoMMU Cache" because weirdly enough Cache option also kills framerate, even when its a sole argument. |
|
10 March 2024, 19:59 | #43 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,105
|
I don't know, sorry. But you can try attached test version instead. It disables "shake" but I hope should fix crash you're seeing (while I work better fix).
Last edited by paraj; 11 March 2024 at 20:12. Reason: Removed attachment, use later version. |
10 March 2024, 20:32 | #44 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 635
|
No crashes so far with the new slave, but there is regression with keyboard handling. Many key presses counts as two, e.g. can't toggle views with Numpad7 or F2, and after takeoff I couldn't retract landing gear with G.
|
10 March 2024, 20:39 | #45 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,105
|
My fix for "1/3" numpad issue is wrong then (it's included in that build). Thanks for reporting. Back to the drawing board.
|
11 March 2024, 20:17 | #46 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,105
|
Update:
- Quit key changed to numpad '/' - Think keyboard issues should be handled - Added dirty hack that may fix crashes Aardvark were seeing Known issues: - Being downed by rocket (I think) doesn't show properly, so it looks like plane is just rotating for no reason and you die. (Missing blitter replacement function). |
11 March 2024, 21:41 | #47 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 635
|
Seems good
|
12 March 2024, 23:52 | #48 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,253
|
The Glance Left/Right function is working great now.
|
13 March 2024, 18:17 | #49 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,105
|
RC1. I will do RC2 if there are any changes (or joystick calibration thing requires it)
Updates: - Smoke should now be rendered. - Changed slave mem requirements (from 2MB chip, 1 MB other to 1 MB chip 2 other). This should give a few more FPS. - FPS display is optional (and off by default). |
14 March 2024, 10:28 | #50 |
Registered User
Join Date: Sep 2005
Location: Peterborough
Age: 47
Posts: 845
|
A quick test on my A1200 with ACA1230/56 seems stable and a noticeable difference over the original.
Thank you very much for your efforts with making these improvements. BTW what does RC1 and RC2 refer to? I read through the thread again but couldn't see it referenced. |
14 March 2024, 10:41 | #51 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,253
|
Really Cool? ;-)
No, I think it's Release Candidate. |
14 March 2024, 22:23 | #52 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,253
|
Guys, a short clip of the Paraj's latest patch.
[ Show youtube player ] |
14 March 2024, 22:32 | #53 |
Registered User
Join Date: Sep 2005
Location: Peterborough
Age: 47
Posts: 845
|
Wow! And I was pleased with 6-7 FPS from my ACA1230/56. What are you running under the hood to get those speeds?
|
14 March 2024, 22:39 | #54 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,437
|
Maybe it could be nice to apply the same patch to the ECS version. The fewer colors in it could be useful to gain some more FPS, even on AGA machines.
|
14 March 2024, 22:53 | #55 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,165
|
@paraj
Is the approach/workflow here the same as it was for TFX? |
15 March 2024, 00:46 | #56 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,253
|
|
15 March 2024, 04:52 | #57 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 362
|
|
15 March 2024, 04:55 | #58 |
Registered User
Join Date: Jul 2017
Location: San Jose
Posts: 653
|
It’s possible that the math involved is terribly quantized and so we don’t get to see smooth rotations even though the framerate is high.
|
15 March 2024, 06:20 | #59 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,165
|
|
15 March 2024, 06:48 | #60 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,647
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Crazy idea to improve speed on games for AGA machines | jotd | Games images which need to be WHDified | 38 | 19 February 2024 16:01 |
Tornado AGA stutters with TF1230 | DaveEddie | support.Games | 3 | 15 October 2023 11:21 |
How to run Banshee AGA full speed ? | tand | support.WinUAE | 19 | 11 May 2016 13:49 |
Help for code an effect called "Blitter Tornado" | Powergoo | Coders. Asm / Hardware | 9 | 21 September 2015 04:16 |
Target system and code speed | h0ffman | Coders. General | 7 | 25 June 2011 00:00 |
|
|