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#1261 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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Just a little lunch break addition...
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#1262 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,089
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#1263 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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#1264 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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In memory of the alien discohall...
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#1265 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,089
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@Karlos
Just gave it a test run, got my arse kicked (out of practice I guess. that and it was a 'pistol start') So had a mooch around in the dev build of the engine with the enemy in cabbage mode. It looks fab and when I can, I will have to give it a proper go. Still amazes me that the QR codes work from a lowres PAL screenmode. Thanks for linking it to my github for the editor ![]() Which reminds me, I really must update it to the latest version when I get the time. |
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#1266 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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Yeah, I don't know that it's properly balanced for a pistol start yet. I take it you found the secret then?
I still haven't defined the achievement for finding it yet... I haven't finished the actual level from a progression perspective yet. It may be incompletable or have other bugs. The wasp bosses are missing and I don't even recall what I used to trigger the crab, except that it's a delayed release. Last edited by Karlos; 02 August 2024 at 12:22. |
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#1267 |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,008
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So I finally tried this mod on a PiStorm with a CM4 (default clock whatever it is). SysInfo says >1600MIPS and MFLOpS. Loving what Im seeing so far and so refreshing to play TKG at nice framerates :-)
Asm version starts at what I assume is maxed out at 50ish Hz / fps But interestingly it frequently drops to 40-ish and even down to 37 at some places (first level). (I dont have RTG properly set up yet so its on AGA) While there is a quite significant boost over 100MHz 060 it maybe wasnt as fast as you'd expect from something that produces 1.5 million dhrystones in SysInfo ![]() Is AGA the bottleneck when it drops from 50 to 37 or what is going on more specifically? Also, what does pressing F7 do exactly? Most of the other stuff displays a message, but F7 seems a bit mysterious. Pressing F7 5 times can drop the fps on a PiStorm down to 8 fps so something interesting is probably going on ![]() Anyhoo, Ill try to play through some of the later levels. Always nice to see the progress, keep up the good work. Also, saw some dude is doing aGZDoom TKG conversion, inspired by project Osiris. |
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#1268 | |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,584
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Quote:
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#1269 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,089
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@eXeler0
F7 applies a frame cap, 50,25,16.6,12.5,10 and 8.3 fps you can use the C build with AGA (which is recommended) just select lowres PAL from the requester. Last edited by abu_the_monkey; Yesterday at 18:49. |
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#1270 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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So, I am going to call it. I have assessed what is necessary to bring the assembler version up to feature parity with the C version and it's simply not worth it in my opinion. This leaves three options
1) Retire it formally, no further builds and remove it from the build process all together. 2) Leave it alone. At some point, it may become incompatible. 3) Use compiler generated for the missing parts. Until now, maintaining the assembler version has been something of a point of principle. However it's worth noting that there's no tangible performance benefit of the assembler version over the C version as all the performance critical paths are the same. My preference is for (1) as I think it's just much cleaner going forwards, but I am open to suggesions. |
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#1271 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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Quote:
One solution would be to make sure the animations can be made to update only every N frames, much like the lighting animations. |
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#1272 | |
Registered User
Join Date: Feb 2015
Location: Sweden
Age: 50
Posts: 3,008
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Quote:
Any chance it could be timed to actual time rather than frames or would that steal additional resources / or look weird at low framerates? |
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#1273 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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Anything is possible in theory. The game logic runs on an interrupt but the rendering is just an ongoing thing that runs as fast as it can and most of the animations are tied to the update rate of the latter.
Before vsync was added, on UAE this resulted in comically high framerates in which meant the lighting pulses were basically strobes and the rotating pickups looked fast enough to be some sort of trap. |
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#1274 | |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,089
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Quote:
but it's up to yourself and pipper. |
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#1275 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,946
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Yeah, it should've been the other thread, lol
I think the ASM only build is something people just assume is going to be better and or faster but it just isn't. Or rather, not faster in any way that matters to the actual framerate. |
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