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#3541 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,289
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Very grateful for the time and trouble you chaps have already put in.
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#3542 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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There's still plenty on the to-do list for when free time pops up.
I wanted to work on levels again since we just got the whole thing updated to allow all these graphical overrides per level. |
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#3543 |
Registered User
Join Date: Nov 2018
Location: Liverpool
Posts: 174
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Is a pistorm32 and pi3a powerful enough to give locked 50fps? Even when using Karlos mod version with all the extra bells & whistles?
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#3544 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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#3545 |
Registered User
Join Date: Nov 2018
Location: Liverpool
Posts: 174
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Haha, good old Futurama!
Currently don't have a piStorm32, I am on the lookout, but don't know if should get a unit that some sellers have with a 3a or get a unoccupied card and source a pi4b separately .(I may never need a 4bs power/Ram, but it would be a potential nice to have). Just wanted to see if anyone had similar setup to give an indication on direction best to go. When I do eventually get one, I'll let you know how it goes! |
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#3546 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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I assume that it's going to be a better experience than 060 at least.
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#3547 |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,095
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I have a PiStorm32lite with Pi4b and yeah I get a solid 50fps in RTG mode. In AGA it's lower (lowest I've seen is 37fps but it's more often than not 45+) so I'd guess that the Pi3 would suffer in comparison.
But yeah it will still spank an 060 of any flavour. |
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#3548 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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At some point over the weekend, I'm going to start adding support for the zone errata concept to the C build. The first thing I'm going to add is a list of secret zones. There will be a secrets count, followed by a list of zones (along with an indication of whether it's the upper or lower), each of which is considered the entry point to a secret area. The first time you enter one of these zones, it will be considered as discovering a secret area.
The original game doesn't really have the concept, but it's always been possible to define areas of a map that are optional and only reachable in some particular way, which is basically the same thing. |
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#3549 |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,289
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Very cool.
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#3550 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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I wonder if it's better to have multiple short arrays of zones having a given property, or one single array of properties indexed by zone ID. That will always be 256 entries and use a regular array dereference to find the extra properties of the zone. The multiple short arrays would have to be walked to find the matching zone number.
The array is likely to be sparse, so it's really a question of whether it's better to keep the data as compact/sequential access-friendly as possible, or just simplifying lookup matters more than the cost of random access. I'm probably grossly overthinking it because this is a once per frame sort of deal tbh. |
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#3551 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 160
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@Karlos
Is it possibile to start working in getting rid of misc.resource to facilitate the way to run it on RTG? :-) |
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#3552 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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#3553 |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 160
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#3554 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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#3555 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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I will take a look and see what can be done, if it's not strictly needed, it's one less dependency to worry about.
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#3556 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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#3557 | |
Registered User
Join Date: Nov 2018
Location: Italy
Posts: 160
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Quote:
The misc resource arbitrates access to serial and parallel hardware, as an RTG sofware maybe there would be a better alternative solution for 2 players gaming without banging serial or parallel ports |
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#3558 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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Why not provide an emulation for the 68K side?
A full blown network stack solution is only going to hamper it I on existing 68K and nobody contributing has any desire to do that |
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#3559 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
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what actually happens when trying to start it in os4?
under emulation (of os4 classic) on an RTG screen, it starts into the credits screen, though it is a slide show. I didn't let it run for that long but, it didn't crash. on AGA screen modes it displays garbage for the menu and does the same as trying to use mode promotion (i.e. the border displays but no 3d render screen) the only thing I can think of as a 'hack' would be to defer taking over the serial port until a multiplayer game is selected. the target system is classic systems after all, so... |
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#3560 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
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We need RTG menus and I'd say just disable two player mode if misc is not available. Without a full network multiplayer model, it's not a game you are going to start and then decide you want a multiplayer game. You have decide before you started it because it involved getting two machines in serial cable distance.
Last edited by Karlos; 26 November 2023 at 17:56. |
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