You could still include those cut back options for lower speced systems, regardless of what gains further optimisations may yield, if it's not too much hassle of course.
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But basically you're always doing it on 32 aligned pixels at once (so you end up with 8 long words of planar data). This is still good and relevant: https://amycoders.org/sources/c2ptut.html For 8-bit screens You need 5 (log2(32)) passes to do it, and the blitter assisted onces are called c3b1 because they do 3 of the passes on the CPU and do one combined pass that handles 2 with the blitter (it's slightly more complicated, but that's the idea) This has been optimized to death, so only substantive improvement is overlapping chipmem stores with other non-C2P computations (and I think this is only useful on 060+, but have not checked). It is not trivial though, as you're very limited in both the amount of instructions and what you can do (no cache misses for example). (I experimented with it a while back, and while it works it's not really generally useful: https://eab.abime.net/showthread.php?t=111352) Don't think C2P optimizations are where you want look ATM, but since I don't know the engine, maybe there are opportunities I don't know about. |
paraj - That's a useful summary. When I next get back to looking at C2P related stuff, I'll give you a shout!
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I think https://aminet.net/package/mus/play/ptplayer would be more suitable for what is needed here, or ? |
ptplayer is very good for sfx+music. However, it does not support varying engine noise, only looped/not looped.
I would drop engine noise altogether as it wastes 1 channel. Offer music+sfx or engine+sfx option like it was done for Supercars 2 AGA (which uses ptplayer unless engine noise is enabled) |
Roondar's sound mixer might be useful:
"mixing four samples onto a single channel at 11KHz takes only 3.7% CPU time on a 7MHz 68000 without Fast RAM" https://eab.abime.net/showthread.php...ht=sound+mixer |
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Then 2 channels are free for SFX. If Roondar's mixing routine will be used, then up to 8 mixed SFX can be played. For me LSP with or without mixing routine for SFX is optimal setup for new Amiga game (port) for fast handling music with SFX. |
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To add to this, I did test the mixer on much faster CPU's as well. 22KHz playback, single channel, four samples takes around 0,8% CPU on a 030/50MHz. Do note however that my mixer only supports pitch changing through a plugin routine and that does cost quite some CPU time* (~5% per sample that has its pitch changed on the same 030/50MHz, assuming 22KHz playback). *) I misread my own performance data table, which had plugin results per 4 samples having the plugin active instead of one :p. It's actually ~1,35% CPU time per sample that has its pitch changed on the same 030/050MHz, assuming 22KHz playback Quote:
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File to load (stored in main game dir) can be called "default.c2p". Others c2p routines can be stored inside "c2p/" subdir. Amiga user can copy/rename c2p which want to tests. F.e. Akiko plus fast ram, is fast enough for handling c2p, then CD32 with fast ram can be enough. Your game needs fast memory. And of course Paraj or other coder can wrote own version of c2p routine for tests. |
On Aminet there is also a new c2p library:
https://aminet.net/package/dev/misc/c2plib |
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I think games must be updated to support the new library.
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Crashed (locked up the Amiga) when I tried to start from my normal workbench, but that could be anything from RTG to Network Stack causing issues. A quick reboot into minimal shell start-up (as I use for demo's and most games and worked fine).
A4000 with CyberStorm Mk2 060 + 68882 @ 50MHz, 2MB chip (obviously) and 366.5MB of available fast ram. Amiga OS 3.2.2.1. Logic 20 Road BG 4/5 Road FG 2B/2C Tiles 3E/3F Sprites 2EF...2F5 (lots of flickering) C2P E6/7 VBlanks 3 Runs really fast :) Great work... |
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if the game runs good on classic amigas even if it needs 68040 or 68060 that's already an achievement. We've been stuck with super-slow MAME for too long and even PacMan is unplayable on a 68060 on MAME, not sure RTG help at least not all cards are fast, Pixel64 was not.
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Do we have a MAME 68k version that supports OutRun? I found out it needs MAME 0.36b2, but on Aminet the latest version is 0.35.12 (mame060.lha) and I tried that one and it doesn't run OutRun (of course). Apparently, there's supposed to be a v0.60, but I couldn't find any working links for downloading. Does somebody know a working link or could upload v0.60 to the Zone? |
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With pistorm32 2.2ghz you get "smooth" gameplay with frameskip 2. |
I'm not exactly a programmer, so I'm not sure if my words make any sense. But still...would it be possible to use sprites for the HUD in order to avoid straining the CPU even further? Maybe some blitter objects for things like cars, or simply just the road stripes. Otherwise sacrificing a few pixels of resolution might also work
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