20 December 2017, 21:09 | #101 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 2,953
|
Quote:
|
|
21 December 2017, 00:40 | #102 |
Registered User
Join Date: Jul 2017
Location: San Jose
Posts: 653
|
One way to draw vertical single colored strips via the blitter is to use the line mode and encode the color Index into the line pattern. Setup the bitplanes as interleaved, but set the blitter modulo as if they were non-interleaved. The line width (I.e. the width of the strips) can be up to 16pixels this way. I once used this to draw strips in a Voxel space renderer with 256 colors. Still not fast, but allowed to draw the strips in a “chunky” fashion without having to use C2P. The downside is that 16must be divisible by the number of bitpla es, I.e. 1,2,4 or 8 bitplanes are supported)
|
21 December 2017, 10:30 | #103 |
ex. demoscener "Bigmama"
Join Date: Jun 2012
Location: Fyn / Denmark
Posts: 1,624
|
|
21 December 2017, 11:03 | #104 | |
Registered User
Join Date: Dec 2017
Location: Denmark
Posts: 179
|
Quote:
But as Britelite mentions, doing sprites/objects with this method might pose a problem. |
|
21 December 2017, 13:01 | #105 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,334
|
As far as I know, you're a very competent coder, Leffmann. Why not team up with Miggy4eva and bring this to fruition?
|
21 December 2017, 16:28 | #106 |
Registered User
Join Date: May 2014
Location: inside the emulator
Posts: 377
|
If someone really want this to happen why not contact ray* who did the ST/STe port and ask if he'd be interested in doing an Amiga port or helping in making one?
A raw conversion should be relatively easy by reusing the existing texturing code and adding Atari planar -> Amiga planar routine using the blitter. Sound code would have to be replaced as would misc. system interface code. It wouldn't be a demonstration of Amiga supremacy of course. But it would be a playable game. (* http://s390174849.online.de/ray.tscc.de/wolf3d.htm ) |
21 December 2017, 17:11 | #107 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
|
|
21 December 2017, 17:40 | #108 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,295
|
Quote:
Judging from the screenshots and videos of this port, using my sub-strips approach (mentioned earlier) would be enough to paint the walls with quite the same quality and the same appearance... but maybe faster and less RAM? |
|
22 December 2017, 07:20 | #109 |
Registered User
Join Date: Nov 2017
Location: Amiga Kingdom
Posts: 368
|
Asking for source code is the same as giving up.
This thread should be more than just about simply porting Wolf3D to OCS - it ought to be about what the OCS system can achieve with the right game design considerations for any OCS game that plans to incorporate 2.5D/3D. The aimed results shouldn't be too low either. A 3D/2.5D game in 2x2 pixel definition on a 160x100 screen isn't fun to play when it's also giving you a headache. This is far from a quick 'n' easy task. A lot may end up changing. Even the music has to meet a certain standard. Remember this can't be a "lazy" port Give it some time for people to study this. |
22 December 2017, 07:45 | #110 | ||
Registered User
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 818
|
Yes, because reinventing the wheel is awesome.
Quote:
Quote:
|
||
22 December 2017, 07:55 | #111 | ||
Registered User
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 818
|
Quote:
Quote:
|
||
22 December 2017, 08:01 | #112 |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
|
Why bother with Wolf3D when you can have Doom?
|
22 December 2017, 08:02 | #113 |
Registered User
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 818
|
|
22 December 2017, 08:41 | #114 |
Registered User
Join Date: Jul 2014
Location: Finland
Posts: 1,178
|
|
22 December 2017, 09:27 | #115 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,295
|
Quote:
In contrast to some others I do not really expect a new version of wolf3d ... I just find it interesting to discuss the matter and see if there would have been a way (back than) to bring wolf3d to the A500 ... somehow. What tricks could have been used? What sacrifices would have been necessary? Or ist it simply impossible to reach a reasonable frame rate? |
|
22 December 2017, 10:00 | #116 |
Registered User
Join Date: Nov 2017
Location: Amiga Kingdom
Posts: 368
|
This would be the 3rd time I've seen a thread get derailed on this forum since I've joined a short time ago. Now I'm beginning to understand why people prefer to lurk instead. Is the OP's hopes high? Sure. Is that any reason to get "visibly" upset that someone in 2017 would show enthusiasm for a classic computer that few people still code for?
This negative attitude is disgusting. Nobody has any need to port (or make) any game for Commodore. They do it because they want to. Few people volunteer their free time as it is. Most people will simply give up upon realising the enormity of the task. You needn't add any effort in discouraging others if that's your aim. Saying that 2.5D/3D on OCS is unrelated to this thread is plain trolling. I have already noticed that people are just about ready to give up and that's fine. So forgive me if I want to do a little rallying. The game needs to be redesigned to function competently. Even if all alternative options of an OCS-Wolf3D proves impossible, the discussion can prove useful to others who want to do a 2.5D/3D game of another kind. There is no need to start another thread when OCS-Wolf3D can serve as the case study. |
22 December 2017, 10:53 | #117 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,187
|
The Walls demo is what a stock Amiga 500 can do at full speed. That's a more realistic starting point. Texture mapping will kill it. Let's ditch the texture mapping for now.
|
22 December 2017, 11:18 | #118 | |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 881
|
Quote:
Like every other Amiga owner at the time, when I saw that silky smooth texture mapped world flying by at what seemed an unbelievable frame rate, for the first time I saw something on a crappy PC that I knew my beloved Amiga could never do. I would love to see someone prove 1992 me wrong, and do a playable wolf 3d. But that sure it a lot of pixels to move around with such an ill-suited frame buffer layout and such limited ram bandwidth. |
|
22 December 2017, 11:22 | #119 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,187
|
Stencil mapping with bump mapping instead is easier to do, especially if we use the same storage format as the player models.
|
22 December 2017, 11:31 | #120 | |
Registered User
Join Date: May 2017
Location: Munich/Bavaria
Posts: 2,295
|
Quote:
Many games where available on various consoles, C64, Amiga, Atari or even PC. These ports often looked quite different on each platform, but still they all got the same name and where marketed as the same game. So something that gives you at least a nice 3d impression and uses most of the artwork and gameplay of Wolf3D can still be called Wolf3D - even if it does everything completely different under the hood. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
AmiWolf - new 68k Wolfenstein 3D port | NovaCoder | News | 322 | 04 August 2023 12:21 |
Amiga 1000 parallel port | desiv | support.Hardware | 10 | 21 January 2022 01:05 |
Wolfenstein 3D port for CD32 | earok | project.CD32 Conversion | 151 | 11 July 2018 02:33 |
The Amiga 1000 could of done a game like Wolfenstein in 1985 - shock! | AndNN | Coders. Asm / Hardware | 172 | 20 July 2017 17:48 |
AmiWolf - new AGA Wolfenstein 3D Port | NovaCoder | project.Amiga Game Factory | 100 | 16 September 2013 01:44 |
|
|