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#61 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Audio is set by game to 22050.
Maybe in a future release I could try to enable a 16bit version, but new code changes did movies behave baddly like not scaled to fullscreen to bad render in windowmode but made 8 bit mode fullscreen work for MOS (more "frames" BTW). Finished another playing (like a dozen I did): For MOS: The issues found are lockups in certain situations like lot of enemies and their lightings weapons. I speculate with the SDL_mix library I glued in game (old "hits" game had came from here) but could be anything: Every new game is different so difficult to pinpoint where are the problems. But with patience you can still play after a reset: Game treats better the filesystem and doesn't erase old parameters before saving. For MOS guru principal developers: What the hell happen with atexit() ? I had to recreate a special function for a proper closing because it fails. Also for general Amiga/MOS: c++ stream seek fails too: Cannot seekp beyond EOF (A feature?). I believe Bebbo's 68k gcc fixed it recently. Last edited by Cowcat; 26 February 2020 at 22:27. |
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#62 |
morphos.pl
Join Date: Aug 2014
Location: Kraków, Poland
Posts: 105
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Cowcat - Will there be new versions or are you finishing with it? (Thanks for your work!)
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#63 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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@waldiamiga
Probably a new version as new stuff is added at this time. Problem is my fork is a little off from master github and everytime something is added I now have to do it manually as it mangles my modifications instead of a simple fetch upstream. Another subject is if that manual work adds better performance, fixes or advantages from last version: It involves also to go through all the game from bottom to end and repeat again: The "random" quality of it makes difficult to check out all the possible scenarios where game could crash (because it does sometimes). Didn't see much comments (here) about if it works mostly ok. ![]() |
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#64 |
Registered User
Join Date: Oct 2015
Location: Sweden
Posts: 69
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I have now tried this with my Bppc 240mhz and voodoo3. It runs ok but it runs to slow in my opinion. Is there any way to make it run faster with 240mhz. It's strange how it can run faster with Vampire when ppc should be faster?? Or what am I missing?
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#65 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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Access speed to vga memory and memory in general. And then maybe context switches.
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#66 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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New code is probably faster now for old machines.
Warpos versions problematic with new SDK and compilers: Don't work. |
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#67 |
Registered User
Join Date: Oct 2015
Location: Sweden
Posts: 69
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#68 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Yep, here on EAB. Hopefully new versions will come out. I did like a hundred for MOS and a dozen for WOS when they compiled ok (non public).
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#69 | |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 3,006
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Quote:
If Diablo is running at 16bit color depth this goes up to roughly 18MB/s-totally unlikely for the PPC on the CSPPC to access the VRAM on the Mediator this quickly. Obviously this is not a problem with the slowest PPC card sitting on the PCI bus. Solution: Cowcat updates DevilutionX to use Warp3D ![]() If would be interesting to hear how a CSPPC+CVPPC works with DevilutionX. |
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#70 |
Registered User
Join Date: May 2024
Location: Manchester
Posts: 8
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Hi Cowcat.
I tried the version on you repository first for WOS and runs real nice. Just bad colours. The version from page 3 on this thread looks to be fast and good colours, but the main game won’t load. I get “out of hash space” Any help appreciated. |
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#71 | ||
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
Quote:
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#72 |
Registered User
Join Date: May 2024
Location: Manchester
Posts: 8
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The was a lot of purple especially in the river in town.
The most recent build from page , I’m starting a new game.ill ping you a screenshot. |
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