28 April 2024, 00:54 | #4461 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
Quote:
While I doubt this has anything to do withe the death at the door situation, I should also point out that the game.stats / gamea.stats files shoud not be copied between different installations of the game as they are dependent on the mod (or not) being ran. |
|
28 April 2024, 18:16 | #4462 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
I've merged the branch now, since the main thing it does is make it easier to add optimisations for specific targets and makes sure the existing ones are not lost. I don't want to add too many things to the PR that is only supposed to introduce the ability to build said targets. I did add the change to make sure the asm build doesn't read/write the same files as the C one as a safety measure though.
*damn* I forgot to update the readme. Last edited by Karlos; 28 April 2024 at 23:43. |
28 April 2024, 19:13 | #4463 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
|
Top stuff
|
28 April 2024, 23:31 | #4464 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
As a lowish hanging fruit to get me back into the mood, I'm probably going to work on the in game messages next. There are a few issues:
1. Only works in the C build 2. Doesn't work in 2/3 size 3. No options to adjust verbosity. 4. Is implemented in a manner that requires transformation of the originally incbin'd glyph data at startup. It's not a big deal but it's also something that could just be totally done offline and swapped out for the proportional version. |
02 May 2024, 13:02 | #4465 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
Damn, I just can't make time for any of this at the moment, lol
I did at least update the readme. |
05 May 2024, 22:17 | #4466 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
I've made a start on this. There are really three different rendering paths, each with different injection points. For fullscreen mode, the current mechanism is fine. As soon as you go into 2/3 mode, you have an RTG path that requires plotting direct to the bitmap inside the existing lock. The AGA case is similar. By far the biggest obstacle is finding time.
|
06 May 2024, 19:44 | #4467 |
Registered User
Join Date: Oct 2020
Location: Bicester
Posts: 2,022
|
|
06 May 2024, 19:49 | #4468 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
I have text rendering in the 2/3 mode (direct plot to the RTG bitmap data while locked, with a blitter clear first) but it's currently far from the efficiency I want as it's drawing every frame rather than on change only (though that's not difficult to fix). Also, I think I need to move the display around a bit and work out what's a realistic number of lines that can be displayed etc.
|
07 May 2024, 00:24 | #4469 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
Work in progress shot. The grey background is just for visual confirmation that the RectFill() clear is working. It does beg the question if this is hte most effective use of the screen space if I want more text visible.
Moving the 3D view area further up just looks weird. The only other option would be to move the lower HUD to the top and leave the rest of the space below the 3D area for messages. Last edited by Karlos; 07 May 2024 at 00:30. |
07 May 2024, 14:46 | #4470 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
I've pushed the changes so far to the misc/messages-redux branch of my fork. The 2/3 mode is now using up to 5 lines (4, with one for overflow) in the space between the 3D view and the bottom hud, as per the screenshot. The text is only redrawn once per message tick (about every second) and stops being drawn at all once the last redraw was blank, until something adds a new message line. Hopefully that keeps the overhead to a minumum.
The dev build can use the H key to disable the devmode HUD overlay which is pretty clashy. This needs testing on real hardware ideally because I'm doing something I am not entirely sure is safe to do - namely invoking RectFill() on a bitmap that I currently have locked. The fill is assumed to be quicker than clearing the region using the CPU and the existing text plotting routines only render set pixels (so that they draw nicely over the background in fullscreen). I do the RectFill before doing any CPU writes and expect this to be a synchronous operation. It certainly "works" in UAE, but the idea that the call happens while the bitmap is locked does worry me a bit. |
07 May 2024, 14:52 | #4471 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
Independently from that, I need a planar plot routine for AGA only.
Inspired by the work @paraj has done for TFX, etc. I am thinking that the best way to approach this is to have a planar version of the text plotter write to a single plane in fast ram. This plane can be qucikly zeroed first, written to and then copied wholesale to a bitplane in the display. The plan here is to forego having different coloured text and choose an index that hopefully lets me get away with just writing a single bitplane. The assumption here is that if you are in 2/3 mode on AGA you probably want to be as fast as possible. I will also add an option to enable/disable messaging entirely. |
07 May 2024, 15:49 | #4472 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
|
Very appreciated your effort to optimize the AGA, even at 2/3 of the screen.
I will wait patiently. Many thanks. |
07 May 2024, 17:42 | #4473 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
|
07 May 2024, 18:54 | #4474 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
|
My brother has an A1200 + Blizzard 1260 on a Elbox Tower and only AGA.
I have an A1200 + Blizzard 1230 (desktop case) Then I have an A1200 Tower with BlizzardPPC 240/060 and BVision 3D and an Apollo V4 Standalone. With these I can play a RTG version of TKG, but I hope to play also the AGA version on the desktop 1230, because the original TKG isn't very playable on this configuration. |
07 May 2024, 18:59 | #4475 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,217
|
Quote:
|
|
07 May 2024, 19:06 | #4476 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
Quote:
In 2/3 mode only the small 2/3 region is updated (C2P for AGA, memory copy for RTG) and I want to draw the text completely outside of that area because it's basically unused. Other than being unused space, you also get the advantage that you don't have to plot the text every frame, just when it changes. These are all highly desirable for 2/3 mode. For planar display I just want to go one step further and make that rendering as fast as possible. As I see it, plotting the text to fast ram and copying that straight to the least number of planes would be ideal. |
|
07 May 2024, 19:47 | #4477 |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
Does anyone here know if the 060 continues to have bitfield insertion instructions or are they emulated?
|
07 May 2024, 19:54 | #4478 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,217
|
Quote:
|
|
07 May 2024, 20:02 | #4479 | |
Alien Bleed
Join Date: Aug 2022
Location: UK
Posts: 4,478
|
Quote:
|
|
07 May 2024, 20:33 | #4480 |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,926
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 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 |
|
|