02 February 2017, 02:17 | #101 |
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My problem is I did just what Cowcat said not to do, I had Cowcat's gameppc.dll in the baseq2 folder for the original version. The error message was something along the lines of Could not load file. Did not list what file that was.
Cowcat do you have any idea what I'm saying about the explosions not looking right? Like the explosion at the end of demo1 and grenade explosions where the yellow color is very dark? |
02 February 2017, 17:25 | #102 | |
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04 February 2017, 01:47 | #103 |
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Any possibility of adding widescreen modes?
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04 February 2017, 10:30 | #104 | |
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A matter of time.... |
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09 February 2017, 21:43 | #105 | |
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It is finally running. Had to replace the gameppc.dll file inside baseq2 dir. The game was crashing with a failed requester and I fixed it by using Scout to remove the cocoline interrupt (I guess it is installed by the MX1000.driver that came with the optic mouse I got from AmigaKit) I tried the beta2 version. Will try the vbcc verison later. |
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17 February 2017, 13:14 | #106 |
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Could this (and/or BlitzQuake) benefit from AltiVec? If yes, in what parts would that be? (C2P for example?). Just asking.
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18 February 2017, 11:12 | #107 | |
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I remember some mesa/gl PPC (or was old AmigaOS 4-minigl / Morphos-tiny-gl ?) code that have altivec related to matrix stuff. Basically find that old mesa stuff (nowadays there's no ppc support from mesa) & try to adapt it to existing old minigl. But before going Altivec route I would have a C PPC backend that fully supports all float registers from G3/G4 in classic Amiga, so a lot of stuff related to keeping the pipeline happy (as Surgeon did in matrix.c) could be updated to "newer" G3/4. Another hacky way could be tinker the output asm and move around stuff to be Altivec compliant. Maybe using output code from AmigaOS 4 ->minigl / Morphos stuff and compare with old minigl warpos output. Sometimes I do stuff like that: Gears demo being a 10% faster using "frsqrte" instead of sqrt/divisions in the loop of "v_GenTexCoords/draw.c". But not of this is used in Quake (anyway gentexcoords is slow) |
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21 March 2017, 16:41 | #108 |
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Stupid question (while recompiling vbcc :-P) but can't help vsc (part of the vbcc package) with that? It claims to schedule instructions (on a source level) to keep the pipeline happy.
Now I must admit that Frank only implemented 603/604 i see. But could an updated version help? |
21 March 2017, 19:21 | #109 |
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Question for me? wrong guy
How sonnet binaries look at assembly level? like a 603e ? How Morphos binaries are scheduled given that all is g3/g4/g5 cpus ? What about OS4 ? If someone compiles the quake sources/minigl with 604 in mind, they see a real/big difference?. Some question could arise then: Are comercial warpos programs scheduled for 604 or 603e? My guess is 604 on ridiculous high 03 optimizations, but no vbcc is used. The wizards of vbcc have those answers. |
21 March 2017, 21:34 | #110 | ||
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high level language source code | v compiler front end | | (intermediate code) | v compiler back end | | (assembly code) | v instruction scheduler | | (assembly code) | v assembler | | (object file) | v linker | v executable Quote:
1) not major changes in PPC designs between 604/G3/G4 2) superscalar scheduling is mostly not CPU specific 3) OoO already helps instruction scheduling 4) most PPC instructions are already 1 cycle 5) the backend code generation is more important than scheduling There probably is some PPC code which is sensitive to CPU specific instruction scheduling like around FPU instructions, Altivec instructions, integer divide, etc. |
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22 March 2017, 07:21 | #111 |
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Doesn't the number of pipelines also matter? Thought the G3 and G4 had more than the 603/604. Then it would help to schedule abcabcabc instead of ababab (3 vs 2 pipelines in this example). Information on wiki differs with other info (4 vs 5 stages for a 603, 1 versus 2 integer execution units.... etc.). So I'm not sure what the actual numbers are.
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22 March 2017, 07:28 | #112 | |
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They used gcc. I'm not sure how the old gcc stands versus the new vbcc. You know this better ;-) I think I compiled your BlitzQuake sources against a 750, but seeing that 400MHz and 500MHz don't show a lot of difference regarding fps in this game, the bottleneck is somewhere else. |
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22 March 2017, 18:08 | #113 | ||
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I expect a G3/G4 would perform much better with 604 instruction scheduling than 603 instruction scheduling. It may even be desirable to schedule for the 604 if only one executable is released for 603/604/G3/G4. G3/G4 support with latencies for the CIU, FPU and SIMD unit (G4 only) probably wouldn't be difficult to add but would likely only make a difference for code using these units frequently and the code would have to be compiled for that specific processor (multiple executables). You could always e-mail Frank Wille and ask about G3/G4 vsc support but he is on this forum and may see posts here. Quote:
Last edited by matthey; 22 March 2017 at 21:55. |
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22 March 2017, 22:02 | #114 |
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Thanks for the extensive answer. And sorry for being a bit off topic. A new vbcc is cool. I just compiled from source for 68k and wos. Will the release be very much different from the current sources?
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22 March 2017, 23:19 | #115 | |
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Code:
- Power-of-two optimizations. - Warn when truncating constants. - fixed some shortcut-optimizations that were calculating an expression in the target type even if that was larger due to casts - Fixed -deps dependency generation for including local header files. - New option -no-cpp-warn to turn off all preprocessor warnings. - Fixed gcc-compatibility of #pragma pack() and documented it. - m68k: struct copy was using byte-copy also for aligned data - vclib/atari: Fixed problem with receiving a trash-character on stdin. - vclib/amiga: Include missing cia protos and inlines. - vclib: New target m68k-kick13 (Kickstart 1.x with 1.x OS headers) - vclib: m68k-jaguar (Atari Jaguar) |
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23 March 2017, 00:17 | #116 |
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Right. vbcc's PPC scheduler only supports 603 and 604 so far. And it uses 604 scheduling for any CPUs it doesn't know...
I should have certainly updated the scheduler for at least G3 and G4, but I never found the motivation to look up all information about their pipelines, latencies, etc.. And as Matthey already mentioned, the gain would not be that dramatic. Anybody interested may have a look at vbcc/machines/ppc/schedule.[ch]. It's not so difficult to add new models. |
20 May 2017, 14:52 | #117 |
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I'm trying this with a 66mhz 060 and Voodoo3 using ref_glnolru.
Can i just check where all the files from the archive are meant to go? I've put everything except game68k.dll into the Quake2 root directory. game68k.dll is in baseq2. Is this correct? I'm trying to stop the constant stuttering. Can I ask what gl_buffers and gl_texturecache do? I know the 060 is going to slow things considerably but im seeing lots of stop-start stuttering like the game isnt buffering correctly. |
20 May 2017, 18:46 | #118 |
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Looks like you have the files where belong: Everything out baseq2 but game.dll
"gl_buffers" are well...the screen buffers , must be "3" for triple-buffer/non sync draw. "gl_texturecache" - well.... should be "4000000" Maybe you're missing "gl_guardband" that should be on "1" for Voodoo. Also, some optimizations are explained through this thread, like gl_flashblend, gl_mintriarea, gl_particles, gl_skipparticles, etc . Those are important to check out. |
20 May 2017, 21:32 | #119 |
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Cool, thanks.
And am I best using Paula or AHI? In AHI does "Paula" use Music Unit or Unit 0? |
21 May 2017, 11:28 | #120 |
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Use Paula if you don't have better hardware for AHI (don't know about Music Units and ahi related stuff, sorry : )
By the way, use "gl_vertex_arrays". |
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