23 November 2023, 20:44 | #21 | |
Registered User
Join Date: Jul 2009
Location: Lala Land
Posts: 537
|
Quote:
|
|
23 November 2023, 21:02 | #22 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,397
|
No he re-sourced the binary and reverse engineered it. The only reason I think he chose not to release it was that he wasn't happy with it (i.e. not finished). It was his project to do with as he liked afterall.
|
24 November 2023, 02:04 | #23 | ||
Registered User
Join Date: Jul 2009
Location: Lala Land
Posts: 537
|
Quote:
Quote:
|
||
24 November 2023, 09:35 | #24 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,397
|
This is the
[ Show youtube player ] that we were discussing.
5:30 -> 7:00 - Source He's had to go through, name all the labels by hand, comment all the asm. Lots of labels that still have non-human readable names. If he had the original source code when he started this then I don't believe the source code would look like this. I think you're right he was sent the source code but he definitely started by re-sourcing the binary. |
25 November 2023, 18:37 | #25 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,146
|
Had a closer look, and it's limited to around 4-5 frame because it spreads out some bitplane buffer clearing over multiple frames. Reworked that it does seem smoother on 060 (and much faster w/ JIT). Still haven't looked at rendering code.
Attached is WIP slave. Loading should also be quite a bit faster. N.B. Passwords: start 1 imago 5 tiburon 9 argus 13 marten 17 sockin 21 gannpay 25 escland 29 frampage 1 with plane Last edited by paraj; 26 November 2023 at 19:05. Reason: Use newer slave |
25 November 2023, 19:22 | #26 | |
Registered User
Join Date: Nov 2007
Location: Poland
Posts: 1,349
|
Quote:
Thank you. Some passwords missing on HOL |
|
25 November 2023, 22:16 | #27 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,649
|
Smooth as butter now, Flies in 1 or 2 frames rendering time now, so pretty much 50 fps, better than Zeewolf 2, which flies in 2 or 3 frames.
|
26 November 2023, 15:33 | #28 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,234
|
All it needs is a light touch from Mr FastMemFirst
|
26 November 2023, 19:14 | #29 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,146
|
Took closer look and rendering is done with CPU (Sort of like e.g. TFX). This code was already in extended (potentially fast) memory. Stack was not. That's why early, initial attempt did not bring much.
I've added frame time counter (number of scanlines / frame rendered) and there is indeed objective improvement on 060 (of course it's blown out the water by pistorm). Also added a bit of training (just for fun). Since rendering is CPU based it might (on fast machines) benefit from TFX "trick" of moving render buffer to fast and copying later. Would also eliminate need for blitter clearing of buffer. However since there isn't as much overdrawing as in TFX benefit might not be huge, but maybe worth looking into. |
26 November 2023, 22:06 | #30 |
Registered User
Join Date: Oct 2006
Location: USA
Posts: 1,059
|
With the WIP slave on MiSTer, I am now getting a dos error object not found loading from disk.1 after the WHDLoad Splash screen. Old slave works fine.
|
26 November 2023, 22:22 | #31 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,146
|
Old slave had disk.1 in "data" dir. Copy/move either thing around (disk.1 to new .slave dir or other way round) or use "DATA" option for whdload to tell it where disk is. (Maybe I'll change this to match old slave to avoid more confusion..)
|
27 November 2023, 09:04 | #32 |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 942
|
As was mentioned earlier in the thread, I'd take a close look at chip memory performance. Some games make their chip mem operations too close to vblank and wind up being some cycles too slow if the accelerator has a poor chip ram interface, causing the game to have to wait an entire extra frame doing nothing.
|
27 November 2023, 09:26 | #33 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,146
|
Quote:
ChipMem speed is definitely important, but it also uses a blitter queue that only progresses once per frame to clear bitplane buffers. This locks the frame rate unnecessarily low (and wastes time). Combining that with CPU based rendering to chipmem means FPS is sub-10 even on 060. I've removed the first limitation, but it's still not particularly fast. However earlier this morning I did a quick experiment, and "TFX makeover" definitely has potential.. stay tuned. |
|
27 November 2023, 11:53 | #34 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,397
|
Thanks for all your hard work. This is a great game that will become even better and deserves to find a next generation audience.
|
27 November 2023, 12:51 | #35 |
Registered User
Join Date: Nov 2014
Location: Italy
Posts: 2,390
|
Zeewolf engine i think is otpmized for Fast RAM only.
in the past i bought a ram expansion card for my Amiga 500 (1,8 MB) and the game was slighty better in performance. however i tried WHDLoad Zeewolf 1 and 2 in WinUAE (that emulate stock A1200 with 8 MB ZII): Very fast and fluid. Last edited by Seiya; 27 November 2023 at 12:59. |
27 November 2023, 17:55 | #36 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,146
|
Well.. now it has other issues. Anyway, should be a tiny bit faster.
Comparison between original rendering code and new version on my B1260/50: https://i.imgur.com/JqW9UCf.mp4 |
27 November 2023, 18:25 | #37 | |
Registered User
Join Date: Feb 2017
Location: Ireland
Posts: 756
|
Quote:
That's a much needed huge improvement in speed but dare I say it's now too fast as to be unplayable. Would probably need a frame limiter. |
|
27 November 2023, 19:12 | #38 |
Registered User
Join Date: Nov 2014
Location: Italy
Posts: 2,390
|
|
27 November 2023, 20:18 | #39 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,146
|
First it's too slow, then it's too fast, no pleasing you guys, eh?
Added frame limit (don't complain if it crashes when off and JIT is enabled). Defaulting to 2, which seems nice, but don't know if 3 is more appropriate (that's what I get w/ original game in tactical view). |
27 November 2023, 20:47 | #40 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,397
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Test Drive II - how do I increase the frame rate? | CCCP alert | Retrogaming General Discussion | 28 | 09 September 2023 05:35 |
Alone in the Dark frame rate (through Shapeshifter) | Not Here Long | support.Apps | 0 | 16 December 2020 22:07 |
How did games like Starglider 2 get such a high frame rate? | deimos | Coders. General | 153 | 22 December 2019 12:30 |
F1 grand prix frame rate | universale | support.Games | 18 | 13 July 2015 21:45 |
The First Person Shooter frame rate tolerance poll... | DDNI | Retrogaming General Discussion | 41 | 30 June 2011 03:32 |
|
|