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#21 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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Sorry, It has been such a long time....SetCache is a WarpOS function LOL.
Never mind I said anything. Also nvm the test exe, sorry. |
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#22 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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You said it and is because you've been listening to bad music or doing the wrong drugs.
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#23 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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Listened to you playing guitar :-D
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#24 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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My rock licks are undisputable (much better than my 68k assembly nonsense).
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#25 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 47
Posts: 1,117
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Show me some riffs then to build up a groove.
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#26 |
Registered User
Join Date: Dec 2017
Location: Rzeszów
Posts: 417
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Ok my hard-rocking Amigos!! ..CHANGE ROCK HISTORY!!!.. This is the best MOVIE in the world ![]() OK, STOP JOKING ![]() MOVIE: [ Show youtube player ] The movie was made in 60FPS, but on YT looks like 30FPS ![]() In this VIDEO I use SCANLINE Generator hardware, it gives a great effect on live, but looks bad on camera/video ![]() |
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#27 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 3,007
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Awesome work guys!
This is probably stating the obvious, but under the old Amidog version of FPSE to use Warp3D we had to set that variable to force Warp3D version 3. Also it required a BE mode if I recall correctly. |
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#28 |
Registered User
Join Date: Sep 2016
Location: Netherlands
Posts: 112
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I wonder how much faster this version is compared to Amidog's original port.
Maybe somebody can do comparison video. |
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#29 | ||
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
Quote:
Just to clarify: - Amidog's warpos support ended more than a decade ago. FPSE 11 engine closed source was provided only for developing a warpos port with corresponding (nowadays) open SDK sources. - No warpos support exists in those sources so nothing in this regard is related with the old Amidog's port. |
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#30 |
Registered User
Join Date: Mar 2007
Location: Stasin/Poland
Posts: 47
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@Cowcat
Could you make a morphos build of FPSE 11 as well? |
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#31 | |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
And no new build by me for any other ports as is not my business: In fact for what I got I couldn't even make a full MOS port (makefile/configuration hell or me being stupid ![]() |
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#32 |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 3,007
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Yeah I did years ago. Hedeon said it needed FORCEVERSION, also it was looking for a 15-bit mode, promoting to a 16-bit BE mode seemed to work or running in a window, but there were still a lot of graphical glitches and I was only testing with Syndicate Wars which I don't think uses any real 3D anyway.
This new version much faster, Gran Turismo for instance is close to running perfect. |
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#33 |
Semi-Retired
Join Date: Mar 2012
Location: Leiden / The Netherlands
Posts: 2,064
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If force version is needed it probably ran on Mesa? The amidog one?
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#34 | |
Registered User
Join Date: Sep 2016
Location: Netherlands
Posts: 112
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Quote:
I had a feeling this port is a lot faster than the old Amidog one. Too bad there will only be a WOS version for this one. |
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#35 | |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 3,007
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Quote:
Aside from RPi equipped Amigas, 68k would just be a slideshow anyway. And if you have an RPi you can just run it under Linux or whatever native OS you have on there. |
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#36 | |
Registered User
Join Date: Dec 2015
Location: USA
Posts: 3,007
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Quote:
When I first tried building FPSE10 I could already tell without compiler or w3d mode working it was at least as fast as the old version with W3d and compiler, but that was just testing Syndicate Wars, no real 3d going on anyway. I think Warp3D would make real 3d games like Soul Blade playable, at least I think so. And the test Warp3D one from Cowcat launches, it just crashes randomly, sometimes it almost gets to the game or maybe it gets to the menu, or just partway through the bootloader. |
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#37 | |
Registered User
Join Date: Sep 2016
Location: Netherlands
Posts: 112
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Quote:
PiStorm equipped Amiga's and on WinUAE it would run nice, on anything else 68K it would be slideshow indeed. My PiStorm A1200 (CM4 2.2Ghz) was faster in a Quake 1 software render test than PPC OS4 Amiga with G3 800Mhz (33 fps for the G3 and 47 fps for the PiStorm in 800x600x8). I do not see the point (no fun) in running it under Linux, for this I have a windows machine already. |
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#38 | |
Registered User
Join Date: Dec 2017
Location: Rzeszów
Posts: 417
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Quote:
Arenas with grass is slow (about 15FPS) and sound jerky- hardware 3D would be cool ![]() |
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#39 | ||
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Quote:
As a matter of fact test the official MOS version with gpupeops and spuwave plugins and see that is basically the same. Still for this lite version gpupeops is not fully complete. Quote:
I consider w3d version an accelerated (well, not accelerated now) 2D render that follows what the soft version does as it uses pure w3d calls to do it (no minigl), so instead of cpu conversions/calculations it uses gpu to do the same. More likely as SDL on other systems does when opengl is available (accelerate 2D output). Other opengl plugins do/might-do 3D function calls independently for primitive drawing but here is basically flush all vertexes to a texture. Movies, I believe, are rendered using system gfx calls (or cybergraphx). Also no zbuffer is used here ( yep, as PSX1 hardware ). After all, 3D is converted to a 2D display and you have the illusion of depth. Not a Quake 3D engine by any means. My opinion anyway. Soul Blade runs "good" with compiler AND w3d version on my MOS machine. Still there are some glitches or faulty rendering in some instancies due to no multitexture support in old w3d. The low performance on real Amiga might be texture conversions that warp3d does in cpu instead of gpu and on NG machines 3D libraries do it fast on the fly. Who knows. Last edited by Cowcat; 22 February 2024 at 12:55. |
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#40 |
Registered User
Join Date: Apr 2013
Location: Mallorca
Posts: 772
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Aaaand.....could be nice to have an AHI library with proper Warpos support. Got some ideas for that.
Put your hard-earned money here -> . |
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