English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General > Coders. Releases

 
 
Thread Tools
Old 12 April 2023, 22:13   #2041
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
ok so now player 2 does not move around at all, all inputs are being read as it bobbles as if walking but goes nowhere.

I will check if the main branch acts the same.
abu_the_monkey is offline  
Old 12 April 2023, 22:27   #2042
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
all works correct in the main branch from a very limited test run.
abu_the_monkey is offline  
Old 12 April 2023, 22:44   #2043
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Thanks. I'll have to dig into it later. It may have been a bit of an ambitious refactor.
Karlos is offline  
Old 12 April 2023, 22:52   #2044
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
I am sure you will find the solution

it may react differently and be ok on real hardware also, that I can not test.
abu_the_monkey is offline  
Old 12 April 2023, 22:59   #2045
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
FYI you can not run a two player game between the whdload version and the new builds for some reason.
abu_the_monkey is offline  
Old 12 April 2023, 23:03   #2046
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,281
Quote:
Originally Posted by abu_the_monkey View Post
nothing in particular, just general stuff speed, any 'new' glitches, etc. but do try the 'F8' option for simple walls please
Hi, first impression, it seems a bit nippier/smoother. I don't necessarily see that reflected in the fps counter, but that's how it feels, and I tried the older version to refresh my memory. In the smaller screen, I'm typically getting between 20 and 25.6(!). (Blizzard 1260 @50mhz) Lower sometimes and occasionally (as before) 30, but never 31 or above. Could that be the refresh rate on my old TV? :-/ The simpler textures looks fine to me and seems to add a round 1 fps, though it maybe more - it's quite difficult for me to judge as there's a sort of delay, and once you're moving, it's another variable. I didn't come across any problems, sorry to be fuzzy, but it just felt slicker and nicer, but I'm not quite sure what that was. Awesome stuff though, it plays a ton better than I remember it - and it's traditionally the other way around. :-)
Angus is offline  
Old 12 April 2023, 23:07   #2047
Angus
Amiga Games Database
 
Angus's Avatar
 
Join Date: Jun 2006
Location: South West England
Posts: 1,281
Quote:
Originally Posted by abu_the_monkey View Post
FYI you can not run a two player game between the whdload version and the new builds for some reason.
Is that to do with WHDLoad freezing the OS?
Angus is offline  
Old 12 April 2023, 23:12   #2048
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
@Angus

cheers for the info chap.

In summary, it didn't get slower and there were no 'new' glitches
abu_the_monkey is offline  
Old 12 April 2023, 23:15   #2049
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Angus View Post
Is that to do with WHDLoad freezing the OS?
I am not sure. the level path it supplies to the new build is a load of garbage and so it crashes, that is as far as I looked into it, cos, well why would you want to run it a the speed of the whdload/team17 version
abu_the_monkey is offline  
Old 13 April 2023, 00:49   #2050
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Regarding the FPS counter, it's using a lap timer, that only needs one call to the eclock per frame (rather than the more typical begin/end), and then takes the average over the last 8 frames. This is why the frame rate reported at the very start can't be trusted, you need to wait for a second or so for it to stabilise. In theory, however, it's about as accurate as it can be.

That averaging over time is why you see a delay in the FPS when switching between simple walls and Gouraud walls.
Karlos is offline  
Old 13 April 2023, 00:52   #2051
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
I am sure you will find the solution

it may react differently and be ok on real hardware also, that I can not test.
It may be just the long day but it isn't jumping out at me, lol.
I can gradually revert back the changes until it works but I better make sure I can run 2 instances as well, I don't want to turn you into our dedicated QE against your will
Karlos is offline  
Old 13 April 2023, 01:24   #2052
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
I better make sure I can run 2 instances as well
I think the only thing that was required for TKG was

in the 'IO ports' tab to have only 'direct' selected in serial ports

and in the 'slave' player 2 instance have jit disabled

hope this helps
abu_the_monkey is offline  
Old 13 April 2023, 01:27   #2053
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
I found it, I think. I'd accidentally left some references to the global player1 structure in the refactored plr1_CheckKeys function that need changing to the appropriate pointer offset. This likely explains some of the nonsense. I'll give it another sweep with fresher eyes tomorrow.
Karlos is offline  
Old 13 April 2023, 01:36   #2054
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
The thought occurred. So far we haven't done any major optimisation, it's largely been "micro", in the sense it's all been around changing instructions rather than whole algorithms. So it's clear it could've been as fast on release if T17 had spent a bit more time on it.
Karlos is offline  
Old 13 April 2023, 01:36   #2055
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Karlos View Post
I found it, I think. I'd accidentally left some references to the global player1 structure in the refactored plr1_CheckKeys function that need changing to the appropriate pointer offset. This likely explains some of the nonsense. I'll give it another sweep with fresher eyes tomorrow.
cool beans
abu_the_monkey is offline  
Old 13 April 2023, 01:41   #2056
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Karlos View Post
The thought occurred. So far we haven't done any major optimisation, it's largely been "micro", in the sense it's all been around changing instructions rather than whole algorithms. So it's clear it could've been as fast on release if T17 had spent a bit more time on it.
yeah, I think it was an ever moving target full of feature creep for the developer or at least some of the comments in the code seem to suggest that was the case.
abu_the_monkey is offline  
Old 13 April 2023, 05:46   #2057
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
yeah, I think it was an ever moving target full of feature creep for the developer or at least some of the comments in the code seem to suggest that was the case.
Indeed. Though I'm very intrigued by the idea of curved wall segments. That was ahead of it's time.
Karlos is offline  
Old 13 April 2023, 06:00   #2058
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by abu_the_monkey View Post
I think the only thing that was required for TKG was

in the 'IO ports' tab to have only 'direct' selected in serial ports

and in the 'slave' player 2 instance have jit disabled

hope this helps
Thanks bud. I'll check that out on my nonfunctional lunch break
Karlos is offline  
Old 13 April 2023, 07:04   #2059
StevenJGore
Amiga Fanatic
 
StevenJGore's Avatar
 
Join Date: Feb 2004
Location: North Yorkshire, UK
Age: 46
Posts: 735
Quote:
Originally Posted by abu_the_monkey View Post
builds of the current main

any feed back is a bonus
With the latest posted build, in full screen mode I'm getting 26-27fps when walking around the first room and corridor (i.e. as far as the big red door). Is simple walls on by default, or does F8 switch it on? This is on my A1200 with Vampire V2 V1200 (85Mhz 68080).

I randomly loaded level G and was typically getting 20fps right at the start in the first room, guess it must be a more graphically-intensive level.

If there's a way to give more meaningful feedback, I'm happy to help.
StevenJGore is offline  
Old 13 April 2023, 07:12   #2060
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Simple walls is off by default. I plan to add a whole menu to control these at some point
Karlos is offline  
 


Currently Active Users Viewing This Thread: 2 (0 members and 2 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Alien Breed 3D II The Killing Grounds RTG patch Angus Retrogaming General Discussion 63 14 December 2022 15:20
Alien Breed & Alien Breed '92: SE - delay when picking up items / opening doors Ian support.WinUAE 16 23 December 2016 15:50
Alien Breed 3D II : The Killing Grounds code booklet alexh support.Games 19 10 October 2012 22:17
Alien Breed 3D 2 - The Killing Grounds Ironclaw support.Games 12 13 September 2005 13:07
HD Version of Alien Breed I ? Kintaro request.Old Rare Games 20 31 July 2003 10:48

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 09:11.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.17478 seconds with 14 queries