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#1061 | |
Registered User
Join Date: Aug 2014
Location: Netherlands
Posts: 699
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Quote:
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#1062 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,682
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I watched Conan Barbarian when I was 7 years old, and loved it so much.
Should I be worried? |
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#1063 |
Registered User
Join Date: Apr 2018
Location: UK
Posts: 490
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#1064 | |||||||||||||
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
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Quote:
1. Fetch a word of chunky data (2 logical pixels, 1 pixel per byte). 2. Convert it to planar with LUT1 lookup. 3. Fetch second word of chunky data (another 2 logical pixels). 4. Convert it to planar with LUT2 lookup, ORing the LUT results together. 5. MOVEP the result to screen. Repeat for every 8 screen pixels. One logical pixel is 2 screen pixels, so the above is converting 4 logical pixels to screen. Everything is heavily unrolled. I discussed the above already with ST coders and found a way to save 8 cycles, which I'll implement in the future. The every second scanline is then duplicated with CPU (on ST, using register-heavy MOVEM.L) or STe Blitter. Quote:
![]() I didn't expect original mouses to be that tanky. (I'm using self-made mouse converted from PC) Quote:
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The mouse I'm using WAS a PS/2 mouse, but I unsoldered the chip inside, soldered wires directly to the ball optics and buttons and made it Amiga-compatible. ![]() Quote:
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![]() At least I cleaned my desk! ![]() Quote:
Having enough Fast essentially means that you have chunky 2 planar for free, as Blitter no longer slows down the CPU. ![]() Quote:
![]() It's a far shot from the stock A500. Much closer to the A1200. ![]() Quote:
Ask your kickstart why has he failed to fit everything in a space so vast. ![]() Quote:
1. Dread is not a raycaster. It renders polygons. 2. Raycasters are crap. Sorry. ![]() Ad. 2. My Wildcat demo featured a Wolf3D-like sequence. The first implementation used raycasting optimized to death in asm. The second implementation tried using polygons and the first prototype in C got the same level of performance. Then it only got better. Raycasting is fun, because it takes care of all the visibility problems, but casting rays for every screen column is just slow. Polygons tell you immediately what to draw and where to draw, so they are simply faster. The only issue is that you have to decide which polys are visible, but that can be precomputed. Quote:
The 2-instruction "cache" was in my opinion quite pointless, especially that in most cases MOVEM does much better job at filling/copying larger regions. Quote:
Asking personally. I haven't yet shown these animations to my own 6 year old son. ![]() Quote:
I love all things Doom, but didn't play the never ones just because I'm not a fan of watching all the gory death animations shown in my face again again. Completely pointless, from the gameplay's perspective. |
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#1065 | |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,924
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#1066 | |
Registered User
Join Date: Jul 2014
Location: Warsaw/Poland
Posts: 192
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Quote:
actually I debugged and analyzed that in Steem Debugger. now I'm just sitting in front of the WinUae Debugger. But anyway what about Amiga? besides 6bit pixels on the ST vs 8bit on the Amiga's version, are there any other differences? And how C2P looks like? Is it pure blitter or mixed with the cpu? Can you please describe C2P steps? |
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#1067 | |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
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#1068 | |
Registered User
Join Date: Nov 2010
Location: South Wales
Age: 47
Posts: 944
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Quote:
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#1069 | |
Registered User
Join Date: Jul 2014
Location: Warsaw/Poland
Posts: 192
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Quote:
on the Atari you use 6bit pixels chunky (actually 8bit but two unused), and you translate them with an intermediate table into 4bitplanes. Thats clear for me. But somewhere I read that on Amiga you use all 8bit per chunky pixel. Is it true? Does it mean you translate that 8bit pixel with the blitter into 4 bitplanes? All this in these two passes? |
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#1070 | |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,296
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#1071 | |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
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Quote:
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#1072 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,682
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BTW,
KK released on Discord, Dread tools for creating levels. ![]() Grab it here: Quote:
There's nice discussion about Dread on Discord. ![]() Last edited by d4rk3lf; 08 September 2021 at 21:21. |
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#1073 | |
Registered User
Join Date: Sep 2019
Location: Gdansk / Poland
Posts: 134
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Quote:
I only would love to be able to skip the watching the same ridiculously gory animations playing right in my face and just focus on the game. If there's a mod for that, I'm in. |
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#1074 | |
Banned
Join Date: Sep 2011
Location: Cardiff, UK
Age: 51
Posts: 2,871
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Quote:
Doom Eternal was more of an RPG, almost, with the ridiculous amount of resource management and weapon upgrades, not to mention those annoying mechanics that were absent in Doom 2016, like monkey bars, wall-climbing, those damned collapsing floating things, and the double-dash, as well as the Mario-style layouts and colourful bobbing pickups. And as for the Marauder, that bastard almost made me throw my PC out of the window. As it is, that fate was reserved for my GTX 960 (yes, I threw it out the window). |
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#1075 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,808
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Wow a playable demo has been released
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#1076 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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That bloke on youtube is its own brand of nutjobness, though.
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#1077 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,995
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^ I find this comment funny though
![]() ![]() Last edited by malko; 09 September 2021 at 14:10. |
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#1078 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,962
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I do believe it was John Romero who said that in an interview, but whatever...
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#1079 |
mä vaan
Join Date: Nov 2001
Location: Finland
Posts: 1,681
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Who childish adults can be, surprices me all the time.
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#1080 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,682
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Quote:
https://amitopia.com/wp-content/uplo...nt-720x720.jpg That statement is simply wrong, as Doom run really nicely on 040, and on 020/030 it runs no worse then on 386 (I think it runs even better). When Dread introduce stairs, it will be full slap in the Carmack face ![]() |
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