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Old 29 December 2013, 18:55   #21
lantus360
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Coming real soon now fellas .
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Old 29 December 2013, 18:56   #22
Bamiga2002
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Classic game !
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Old 29 December 2013, 21:10   #23
meckert
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Can't wait.... Will it support gfx card modes ?
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Old 29 December 2013, 23:16   #24
lantus360
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right now its supports AGA and ECS (64 color EHB mode) - gfx card support will come in a future build.

cheers

edit: uploaded a video of latest progress - [ Show youtube player ]

Last edited by lantus360; 30 December 2013 at 01:47.
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Old 30 December 2013, 02:32   #25
HardStep
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Thumbs up

Is it going to say "Buy a 486!" when you resize the screen to a postmark?

Great game and nice work
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Old 30 December 2013, 03:05   #26
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haha it still does. but i can change it

any ideas?
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Old 30 December 2013, 04:22   #27
Muzkat
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Looks rad. Well done matey.
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Old 30 December 2013, 06:55   #28
lantus360
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so after a bit of hacking, I added RTG support. It will come in the first release after all
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Old 30 December 2013, 08:17   #29
meckert
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Quote:
Originally Posted by lantus360 View Post
so after a bit of hacking, I added RTG support. It will come in the first release after all

Cool. A lot of new stuff for ami 68k lately.
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Old 30 December 2013, 11:07   #30
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Quote:
Originally Posted by lantus360 View Post
so after a bit of hacking, I added RTG support. It will come in the first release after all
Cool, looking good

I could prob give you a hand with the RTG and ECS code, post some code to this thread and I'll have a look.

Are you using the CyberGFX API for RTG?
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Old 30 December 2013, 11:12   #31
duga
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Quote:
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haha it still does. but i can change it

any ideas?
"Buy a 060!"
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Old 30 December 2013, 12:42   #32
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"Buy a 060!"
+2

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Old 30 December 2013, 12:59   #33
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"Buy a 060!"
This!
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Old 30 December 2013, 13:00   #34
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Old 30 December 2013, 13:39   #35
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Old 30 December 2013, 14:11   #36
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This is my latest DOOM sound engine interface code, seems to work really nicely.

PHP Code:
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>

#include "doomdef.h"
#include "doomtype.h"
#include "m_alloc.h"


#include "wave.h"
#include "m_swap.h"
#include "z_zone.h"

#include "c_cvars.h"
#include "i_system.h"
#include "i_sound.h"
#include "i_music.h"
#include "m_argv.h"
#include "m_misc.h"
#include "w_wad.h"
#include "i_video.h"
#include "s_sound.h"


// Amiga includes.
#include <proto/exec.h>

#include "amiga_sound_library.h"


#define MAX_AMIGA_CHANNELS  16

#define AMIGA_NORMAL_SEP 128
#define AMIGA_MAX_SFX_VOLUME 128
#define AMIGA_MAX_MUSIC_VOLUME 64


// killough 2/21/98: optionally use varying pitched sounds
CVAR (snd_pitched"0"CVAR_ARCHIVE)
#define PITCH(f,x) (snd_pitched.value ? ((f)*(x))/128 : (f))

static struct Library *DoomSndBase NULL;

static 
int no_music 0;
static 
int no_sfx 0;
static 
float vol_sfx 0;






void I_InitSound (void)
{
    
no_sfx = (!!Args.CheckParm ("-nosfx") || !!Args.CheckParm ("-nosound"));

    
no_music = (!!Args.CheckParm("-nomusic") || !!Args.CheckParm("-nosound"));
    
    if (
no_sfx && no_music) {
        return;
    }
    

    
DoomSndBase = (struct Library *)OpenLibrary ("doomsound.library"37);
    if (!
DoomSndBase) {
        
I_Error("Could not open doomsound.library!");
    }


    
// Finished initialization.
    
Printf (PRINT_HIGH"Sound Module ready....\n");
}

void I_ShutdownSound (void)
{
    
int i;

    if (
no_sfx && no_music) {
        return;
    }


    
// [RH] Free all loaded samples
    
for (0numsfxi++)
    {
        if (!
S_sfx[i].link)
        {
            if (
S_sfx[i].data)
            {
                
free (S_sfx[i].data);
            }
        }

        
S_sfx[i].data S_sfx[i].link NULL;
    }


    if (
DoomSndBase != NULL) {
        
CloseLibrary(DoomSndBase);
        
DoomSndBase NULL;
    }
}


static 
void getsfx (sfxinfo_t *sfx)
{
    
char                sndtemp[128];
    
unsigned char        *sfxdata;
    
unsigned char        *sfxcopy;
    
int                 size;
    
int                    i;
    
int                    s,d;
    

    
// Get the sound data from the WAD

    // If the sound doesn't exist, try a generic male sound (if this is a player sound) or the empty sound.
    
if (sfx->lumpnum == -1) {
        
char *basename;
        
int sfx_id;

        if (!
strnicmp (sfx->name"player/"7) && (basename strchr (sfx->name 7'/'))) {
            
sprintf (sndtemp"player/male/%s"basename+1);
            
sfx_id S_FindSound (sndtemp);
            if (
sfx_id != -1)
                
sfx->lumpnum S_sfx[sfx_id].lumpnum;
        }

        if (
sfx->lumpnum == -1)
badwave:
            
sfx->lumpnum W_GetNumForName ("dsempty");
    }
    
    
// See if there is another sound already initialized with this lump. If so,
    // then set this one up as a link, and don't load the sound again.
    
for (0numsfxi++)
        if (
S_sfx[i].data && !S_sfx[i].link && S_sfx[i].lumpnum == sfx->lumpnum) {
            
DPrintf ("Linked to %s (%d)\n"S_sfx[i].namei);
            
sfx->link S_sfx i;
            
sfx->ms S_sfx[i].ms;
            
sfx->data S_sfx[i].data;
            
sfx->normal S_sfx[i].normal;
            
sfx->looping S_sfx[i].looping;
            return;
        }

    
size W_LumpLength (sfx->lumpnum);
    if (
size == 0) {
        goto 
badwave;
    }
        

    
sfxdata = (unsigned char *)W_CacheLumpNum(sfx->lumpnumPU_CACHE);


    if (
LONG_SWAP(*((unsigned int *)sfxdata)) == ID_RIFF) {
        
// RIFF WAVE sound
        
I_Error("RIFF WAVE sound detected");
    } else {
        
// DMX sound
        //DPrintf ("DMX sound detected\n");
        

        
sfx->frequency SHORT_SWAP(((short *)sfxdata)[1]);
        
//sfx->frequency = (unsigned int)snd_samplerate.value;
        
        
        
sfx->length = (size 8);
        
        
//DPrintf ("getsfx() - sfx->frequency = %d\n", sfx->frequency);
        //DPrintf ("getsfx() - sfx->length = %d\n", sfx->length);    
    
}

    
sfxcopy = (unsigned char *)Malloc(size);
    
    
    
// Now copy and pad.
    
1;
    for (
0sized++) {
        
sfxcopy[d] = sfxdata[s] ^ 0x80;
        
        
s++;    
    }
    
    
Z_Free (sfxdata);

        
    
sfx->ms = (sfx->length 1000) / (sfx->frequency);
    
sfx->data sfxcopy;
}



//
// SFX API
//
void I_SetChannels (int numchannels)
{
    
// Not needed. 
}

 
void I_SetSfxVolume (int volume)
{
    if (
no_sfx) {
        return;
    }

    
vol_sfx = (float)((volume 15.0) * (256.0 255.0));    
}


//
// Starting a sound means adding it
//        to the current list of active sounds
//        in the internal channels.
// As the SFX info struct contains
//        e.g. a pointer to the raw data,
//        it is ignored.
//
int I_StartSound(sfxinfo_t *sfxint volint sepint pitchZDOOM_BOOL looping)
{
    static 
int handle 0;
    
int volume;
    
    if (
no_sfx) {
        return 
0;
    }    
    
    
handle++;
    if (
handle >= MAX_AMIGA_CHANNELS) {
        
handle 0;
    }
    
    
volume = ((int)(vol vol_sfx))/2;   /* original range 0-255, AMIGA range 0-128 */
    
    
if ( volume AMIGA_MAX_SFX_VOLUME volume AMIGA_MAX_SFX_VOLUME;
    else if ( 
volume volume 0;    
    

    
//DPrintf ("I_StartSound() - sfx->name = %s\n", sfx->name);
    //DPrintf ("I_StartSound() - sfx->frequency = %d\n", sfx->frequency);
    //DPrintf ("I_StartSound() - sfx->length = %d\n", sfx->length);
    //DPrintf ("I_StartSound() - vol = %d\n", vol);
    //DPrintf ("I_StartSound() - volume = %d\n", volume);
    //DPrintf ("I_StartSound() - vol_hacked = %d\n", vol >> 1);        
    //DPrintf ("I_StartSound() - sep = %d\n", sep);    
    
    
if (sep 0) {
        
sep AMIGA_NORMAL_SEP;
    }

    
I_StopSound(handle);
    
    
Sfx_Start((char *)sfx->datahandlePITCH(sfx->frequencypitch), volumesepsfx->length);
    
    return 
handle;
}

void I_StopSound(int handle)
{
    if (
no_sfx) {
        return;
    }    
    
    if (
I_SoundIsPlaying(handle)) {
        
Sfx_Stop(handle);
    }
}


int I_SoundIsPlaying (int handle)
{
    if (
no_sfx) {
        return 
0;
    }
        
    return 
Sfx_Done(handle) ? 0;
}


void I_UpdateSoundParams(int handlesfxinfo_t *sfxint volint sepint pitch)
{
    
int volume;
    
    if (
no_sfx) {
        return;
    }
    
    
volume = ((int)(vol vol_sfx))/2;   /* original range 0-255, AMIGA range 0-128 */
    
if ( volume AMIGA_MAX_SFX_VOLUME volume AMIGA_MAX_SFX_VOLUME;
    else if ( 
volume volume 0;    
        
    if (
sep 0) {
        
sep AMIGA_NORMAL_SEP;
    }
    
    if (
I_SoundIsPlaying(handle)) {
        
Sfx_Update(handlePITCH(sfx->frequencypitch), volumesep);
    }
}


void I_LoadSound (struct sfxinfo_struct *sfx)
{
    if (
no_sfx) {
        return;
    }

    if (!
sfx->data)
    {
        
int i sfx S_sfx;
        
//DPrintf ("loading sound \"%s\" (%d)\n", sfx->name, i);
        
getsfx (sfx);
    }
}



/***********************MUSIC API*********************************************/

int I_RegisterSong (void *dataint musicLen)
{
    
int handle 0;
    
int musicType;
    
    if (!
no_music) { 
        
musicType LONG_SWAP(*(int *)data);  
        if (
musicType == (('M')|(('U')<<8)|(('S')<<16)|((0x1a)<<24))) {        
           
// This is a mus file
           
handle Mus_Register(data);
        }
    }
    
    return 
handle;                  
}

void I_UnRegisterSong (int handle)
{
    if (!
no_music) {
        if (
handle 0) {
            
Mus_Unregister(handle);
        }
    }
}

void I_PlaySong (int handleint looping)
{
    if (!
no_music) {
        if (
handle 0) {
            
Mus_Play(handlelooping);
        }
    }
}


void I_SetMusicVolume (int volume)
{
    
//DPrintf ("I_SetMusicVolume(%d)\n", volume);
    
    
if (!no_music) {
        if ( 
volume AMIGA_MAX_MUSIC_VOLUME volume AMIGA_MAX_MUSIC_VOLUME;
        else if ( 
volume volume 0;
        
        
        
Mus_SetVol(volume);
        
//DPrintf ("I_SetMusicVolume() - volume = %d\n", volume);
    
}
}

void I_SetMIDIVolume (float volume)
{
    
// Not needed (yet!)
}

void I_PauseSong (int handle)
{
    if (!
no_music) {
        if (
handle >= 0) {
            
Mus_Pause(handle);
        }
    }
}

void I_ResumeSong (int handle)
{
    if (!
no_music) {
        if (
handle 0) {
            
Mus_Resume(handle);
        }
    }
}

void I_StopSong (int handle)
{
    if (!
no_music) {
        if (
handle 0) {
            
Mus_Stop(handle);
        }
    }



And this is how I do my input handling these days..

PHP Code:
#include "doomdef.h"
#include "doomtype.h"
#include "c_dispatch.h"
#include "c_console.h"
#include "d_main.h"

#include "i_system.h"
#include "i_input.h"

// Amiga stuff.
#include <proto/exec.h>
#include <proto/intuition.h>
#include <proto/graphics.h>
#include <clib/keymap_protos.h>


#include "amiga_keyboard_codes.h"


/** Global Hardware window */
extern struct Window *_hardwareWindow;



static 
int keycode_lookup[256];


ZDOOM_BOOL I_InitInput(void) {
    
    
int i;


    for (
i=0i<256i++) {
        
keycode_lookup[i] = 0;
    }


    
// Top row
    
keycode_lookup[RAWKEY_ESCAPE] = KEY_ESCAPE;
    
keycode_lookup[RAWKEY_F1] = KEY_F1;
    
keycode_lookup[RAWKEY_F2] = KEY_F2;
    
keycode_lookup[RAWKEY_F3] = KEY_F3;
    
keycode_lookup[RAWKEY_F4] = KEY_F4;
    
keycode_lookup[RAWKEY_F5] = KEY_F5;
    
keycode_lookup[RAWKEY_F6] = KEY_F6;
    
keycode_lookup[RAWKEY_F7] = KEY_F7;
    
keycode_lookup[RAWKEY_F8] = KEY_F8;
    
keycode_lookup[RAWKEY_F9] = KEY_F9;
    
keycode_lookup[RAWKEY_F10] = KEY_F10;
    
keycode_lookup[RAWKEY_F11] = KEY_F11;
    
keycode_lookup[RAWKEY_F12] = KEY_F12;


    
// Second row
    
keycode_lookup[RAWKEY_TILDE] = 41;
    
keycode_lookup[RAWKEY_1] = 2;
    
keycode_lookup[RAWKEY_2] = 3;
    
keycode_lookup[RAWKEY_3] = 4;
    
keycode_lookup[RAWKEY_4] = 5;
    
keycode_lookup[RAWKEY_5] = 6;
    
keycode_lookup[RAWKEY_6] = 7;
    
keycode_lookup[RAWKEY_7] = 8;
    
keycode_lookup[RAWKEY_8] = 9;
    
keycode_lookup[RAWKEY_9] = 10;
    
keycode_lookup[RAWKEY_0] = 11;
    
keycode_lookup[RAWKEY_MINUS] = KEY_MINUS;
    
keycode_lookup[RAWKEY_EQUAL] = KEY_EQUALS;
    
keycode_lookup[RAWKEY_BACKSLASH] = 43;
    
keycode_lookup[RAWKEY_BACKSPACE] = KEY_BACKSPACE;



    
// Third row.
    
keycode_lookup[RAWKEY_TAB] = KEY_TAB;
    
keycode_lookup[RAWKEY_Q] = 16;
    
keycode_lookup[RAWKEY_W] = 17;
    
keycode_lookup[RAWKEY_E] = 18;
    
keycode_lookup[RAWKEY_R] = 19;
    
keycode_lookup[RAWKEY_T] = 20;
    
keycode_lookup[RAWKEY_Y] = 21;
    
keycode_lookup[RAWKEY_U] = 22;
    
keycode_lookup[RAWKEY_I] = 23;
    
keycode_lookup[RAWKEY_O] = 24;
    
keycode_lookup[RAWKEY_P] = 25;
    
keycode_lookup[RAWKEY_LBRACKET] = 26;
    
keycode_lookup[RAWKEY_RBRACKET] = 27;


    
// Fourth row.
    
keycode_lookup[RAWKEY_LCONTROL] = KEY_LCTRL;
    
keycode_lookup[RAWKEY_A] = 30;
    
keycode_lookup[RAWKEY_S] = 31;
    
keycode_lookup[RAWKEY_D] = 32;
    
keycode_lookup[RAWKEY_F] = 33;
    
keycode_lookup[RAWKEY_G] = 34;
    
keycode_lookup[RAWKEY_H] = 35;
    
keycode_lookup[RAWKEY_J] = 36;
    
keycode_lookup[RAWKEY_K] = 37;
    
keycode_lookup[RAWKEY_L] = 38;
    
keycode_lookup[RAWKEY_SEMICOLON] = 39;
    
keycode_lookup[RAWKEY_RETURN] = KEY_ENTER;

    

    
// Fifth row.
    
keycode_lookup[RAWKEY_LSHIFT] = KEY_LSHIFT;
    
keycode_lookup[RAWKEY_Z] = 44;
    
keycode_lookup[RAWKEY_X] = 45;
    
keycode_lookup[RAWKEY_C] = 46;
    
keycode_lookup[RAWKEY_V] = 47;
    
keycode_lookup[RAWKEY_B] = 48;
    
keycode_lookup[RAWKEY_N] = 49;
    
keycode_lookup[RAWKEY_M] = 50;
    
keycode_lookup[RAWKEY_COMMA] = 51;
    
keycode_lookup[RAWKEY_PERIOD] = 52;
    
keycode_lookup[RAWKEY_SLASH] = 53;
    
keycode_lookup[RAWKEY_RSHIFT] = KEY_RSHIFT;


    
// Sixth row.
    
keycode_lookup[RAWKEY_LALT] = KEY_LALT;
    
keycode_lookup[RAWKEY_SPACE] = KEY_SPACE;
    
keycode_lookup[RAWKEY_RALT] = KEY_RALT;
       
    
    
// Middle column.
    
keycode_lookup[RAWKEY_DELETE] = KEY_DEL;
    
keycode_lookup[RAWKEY_UP] = KEY_UPARROW;
    
keycode_lookup[RAWKEY_LEFT] = KEY_LEFTARROW;
    
keycode_lookup[RAWKEY_DOWN] = KEY_DOWNARROW;
    
keycode_lookup[RAWKEY_RIGHT] = KEY_RIGHTARROW;


    
// Keypad 0-9
    
keycode_lookup[RAWKEY_KP_7] = 71;
    
keycode_lookup[RAWKEY_KP_8] = 72;
    
keycode_lookup[RAWKEY_KP_9] = 73;
    
keycode_lookup[RAWKEY_KP_4] = 75;
    
keycode_lookup[RAWKEY_KP_5] = 76;
    
keycode_lookup[RAWKEY_KP_6] = 77;
    
keycode_lookup[RAWKEY_KP_1] = 79;                  
    
keycode_lookup[RAWKEY_KP_2] = 80;
    
keycode_lookup[RAWKEY_KP_3] = 81;
    
keycode_lookup[RAWKEY_KP_0] = 82;
    
keycode_lookup[RAWKEY_KP_DECIMAL] = 83;
    
keycode_lookup[RAWKEY_KP_ENTER] = 156;

        
    return 
true;
}

void I_ShutdownInput(void) {
    
// Nothing to do...   
}


void I_GetEvent(void) {

    
event_t event;
    
int code;
    
int qual;
    
int mousexmousey;
    
struct IntuiMessage *imsg;
    
    
// Setup.
    
event.data1 event.data2 event.data3 0;
 

    if (
_hardwareWindow != NULL) {
        while (
imsg = (struct IntuiMessage *)GetMsg(_hardwareWindow->UserPort)) {

            
ReplyMsg((struct Message *)imsg);

            
code imsg->Code;
            
qual imsg->Qualifier;

            switch (
imsg->Class) {
                case 
IDCMP_MOUSEMOVE:
                    
event.type ev_mouse;
                    
                    
event.data2 imsg->MouseX << 2;
                    
event.data3 = -imsg->MouseY << 2;
                    
                    
D_PostEvent(&event);
                    break;
        
                case 
IDCMP_MOUSEBUTTONS:
                    
event.type = (code IECODE_UP_PREFIX) ? ev_keyup ev_keydown;
                    
                    
code &= ~IECODE_UP_PREFIX;
                     
                    switch(
code)
                    {
                        case 
IECODE_LBUTTON:
                            
event.data1 KEY_MOUSE1;
                            
event.data2 KEY_MOUSE1;
                            
event.data3 event.data2;
                            
                            
D_PostEvent(&event);
                            break;
                
                        case 
IECODE_MBUTTON:
                            
event.data1 KEY_MOUSE2;
                            
event.data2 KEY_MOUSE2;
                            
event.data3 event.data2;

                            
D_PostEvent(&event);
                            break;
                
                        case 
IECODE_RBUTTON:
                            
event.data1 KEY_MOUSE3;
                            
event.data2 KEY_MOUSE3;
                            
event.data3 event.data2;

                            
D_PostEvent(&event);
                            break;
                    }                    
                    break;                
                
                case 
IDCMP_RAWKEY:
                    
event.type = (code IECODE_UP_PREFIX) ? ev_keyup ev_keydown;
                    
                    switch (
code) {
                        case 
RAWKEY_NM_WHEEL_UP:
                            
event.data1 KEY_MWHEELUP;
                            
D_PostEvent(&event);
                            break;

                        case 
RAWKEY_NM_WHEEL_DOWN:
                            
event.data1 KEY_MWHEELDOWN;
                            
D_PostEvent(&event);
                            break;

                        default:
                            
code &= ~IECODE_UP_PREFIX;
                            
                            if (
code 255) {
                                
I_Error("Could not translate key, scan-code outside array bounds");
                            }
                            
                            
event.data1 keycode_lookup[code];
                            
                            if (
event.data1 != 0) {
                                
// We handle this key, now attempt to get an ascii value.
                                
char charbuf;
                                
InputEvent FakedIEvent;
                                
                                
//DPrintf ("IDCMP_RAWKEY, handled Amiga code = %d\n", code);    
                                //DPrintf ("IDCMP_RAWKEY, mapped to keyboard code = %d\n", event.data1);    
                                
                                
memset(&FakedIEvent0sizeof(InputEvent));
                                
FakedIEvent.ie_Class IECLASS_RAWKEY;
                                
FakedIEvent.ie_Code code;
                                                      
                                
                                if (
MapRawKey(&FakedIEvent, &charbuf1NULL) == 1) {
                                    
event.data2 charbuf;
                                    
                                    
//DPrintf ("IDCMP_RAWKEY, ascii code = %d\n", event.data2);
                                    
                                    
event.data3 event.data2;
                                    
                                    if (
qual IEQUALIFIER_LSHIFT || qual IEQUALIFIER_RSHIFT) {
                                        
FakedIEvent.ie_Qualifier IEQUALIFIER_LSHIFT;
                                        if (
MapRawKey(&FakedIEvent, &charbuf1NULL) == 1) {
                                            
event.data3 charbuf;
                                        }
                                    }
                                }
                                
                                
D_PostEvent(&event);
                            }
                            break;
                    }
            }
        }
    }

Might give you some ideas

Last edited by NovaCoder; 12 May 2014 at 06:31.
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Old 31 December 2013, 20:48   #37
lantus360
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Join Date: Feb 2013
Location: Olathe, Kansas
Posts: 159
thanks Nova, ill take a peek and see if i can use any of that code.

ROTT sound core is strange . Unlike the Doom games, it used VOC audio files rather than raw audio/WAVs inside its WAD file. I started out writing a VOC decoder, but it used up way too many cpu cycles. As a result im going to supply a PPF or IPS file to patch the original wad to a modified one that is friendly with the Amiga. The patch will patch all the vocs->raw

Im noticing sound is "dissappearing" during gameplay, but im sure its something minor.

As far as RTG goes yep, im using CGX API. Right now its fixed at 320x200 (like the AGA and ECS builds) for the first release. It may change going forward

Last edited by lantus360; 31 December 2013 at 20:56.
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Old 01 January 2014, 01:10   #38
NovaCoder
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Location: Melbourne/Australia
Posts: 3,444
Quote:
Originally Posted by lantus360 View Post
thanks Nova, ill take a peek and see if i can use any of that code.

ROTT sound core is strange . Unlike the Doom games, it used VOC audio files rather than raw audio/WAVs inside its WAD file. I started out writing a VOC decoder, but it used up way too many cpu cycles. As a result im going to supply a PPF or IPS file to patch the original wad to a modified one that is friendly with the Amiga. The patch will patch all the vocs->raw
As far as RTG goes yep, im using CGX API. Right now its fixed at 320x200 (like the AGA and ECS builds) for the first release. It may change going forward
Yep pre-converting is always the best way to go with 68k, you need every cycle you can get



I think this is the fastest way to update the screen with CGX

PHP Code:
void I_FinishUpdate(void)
{
    
APTR video_bitmap_handle NULL;
    
UBYTE *base_address NULL;
    
    
// Check whether the palette was changed.
    
if (_paletteDirty) {
        
LoadRGB32(&_hardwareScreen->ViewPort_agaPalette);

        
// Reset.
        
_paletteDirty FALSE;
    }
    
    
    
video_bitmap_handle LockBitMapTags(_hardwareScreen->ViewPort.RasInfo->BitMap,
                                         
LBMI_BASEADDRESS, (ULONG)&base_address,
                                         
TAG_DONE);                                         
    if (
video_bitmap_handle) {
        
CopyMemQuick(screen->bufferbase_address, (screen->width screen->height));
    
UnLockBitMap (video_bitmap_handle);
    
video_bitmap_handle NULL;
    }    


Last edited by NovaCoder; 01 January 2014 at 01:23.
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Old 01 January 2014, 02:57   #39
lantus360
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Join Date: Feb 2013
Location: Olathe, Kansas
Posts: 159
thats exactly how im updating CGX

thanks for the tips!
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Old 03 January 2014, 17:02   #40
lantus360
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Join Date: Feb 2013
Location: Olathe, Kansas
Posts: 159
i know ive said this before but this should be done and released this weekend

fixed all outstanding issues, just trying to tweak performance a little

AGA/ECS/RTG supported in the first version

ive got an Indivision ECS on the way also and will add chunky mode in a future build
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