English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General > Coders. Releases

 
 
Thread Tools
Old 20 December 2022, 16:53   #1201
Predseda
Puttymoon inhabitant
 
Predseda's Avatar
 
Join Date: Mar 2007
Location: Tromaville
Age: 46
Posts: 7,573
Send a message via ICQ to Predseda
Please, move your mouse pointer off screen next time.

Last edited by Predseda; 20 December 2022 at 19:33.
Predseda is offline  
Old 20 December 2022, 16:56   #1202
amipal
Registered User
 
amipal's Avatar
 
Join Date: Jun 2019
Location: Saltdean, United Kingdom
Posts: 146
Quote:
Originally Posted by Predseda View Post
Prase, move your mouse pointer off screen next time.
Wish I could, but it's stuck there on 3.2.
amipal is offline  
Old 20 December 2022, 17:07   #1203
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Speaking of the cursor, we need to change the screen attributes. Accidentally clicking back to workbench mid firefight is not a good USP
Karlos is offline  
Old 20 December 2022, 17:47   #1204
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
Quote:
Originally Posted by Karlos View Post
Speaking of the cursor, we need to change the screen attributes. Accidentally clicking back to workbench mid firefight is not a good USP
post #851
abu_the_monkey is offline  
Old 20 December 2022, 18:05   #1205
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Quote:
Originally Posted by amipal View Post
I should probably post a couple of videos I've put together... just a brief overview of the brilliant work you chaps are doing on improving AB3D2!


68060:

[ Show youtube player ]


68030:
[ Show youtube player ]
I'm curious what the 25MHz 040 that I played on originally will make of it.
Karlos is offline  
Old 20 December 2022, 18:57   #1206
pipper
Registered User
 
Join Date: Jul 2017
Location: San Jose
Posts: 676
Compileable version of Alien Breed 3D II - The Killing Grounds

Cool videos! To be honest, I never did a 1:1 comparison. I was not aware we are that much ahead of the original speed wise. Good job Karlos for removing all those pesky divs!

Also, technically we’re now doing more work than the original, producing 32 columns more content and still faster

I’m puzzled, though, why the mouse pointer is showing up on screen. The game should hide it - and if it showed, it should move not stay in the middle of the screen…

Last edited by pipper; 20 December 2022 at 19:05.
pipper is online now  
Old 20 December 2022, 19:12   #1207
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
the mouse cursor being visible 'issue' seems to be specific to kickstart 3.2
edit: I don't own a copy of 3.2 roms so can't test it
abu_the_monkey is offline  
Old 20 December 2022, 19:13   #1208
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
@pipper I think you probably got rid of more when you changed the floor perspective calculation. There are still plenty of them left, they just aren't as simple to get rid of because they aren't dividing by an immediate. For those, I'm considering whether or not making use of an FPU (if present) could help since you could invert the divisor and then use it as a multiplier in code where we divide by the same value multiple times in succession.
Karlos is offline  
Old 20 December 2022, 20:25   #1209
ZyBeR
Registered User
 
Join Date: Dec 2022
Location: Internet
Posts: 26
Do you guys want bugs to be reported or are we in a too early stage for that?

The game locks up if I load a save, play, escape and try to play again. Same if I try to load again before playing the 2nd time.
ZyBeR is offline  
Old 20 December 2022, 20:29   #1210
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
yes you can post bug reports, however please check the issues section on pippers repo for open issues first as this one is already open there

edit: your report is slightly different to issue #35 but I can not reproduce the load/save or double load issues you are experiencing (in winuae) or am I not reading your post correct?

edit again: no, I think its the same issue. if you quit a game using the esc key the next time you start a level if freezes? if so, same as issue #35

Last edited by abu_the_monkey; 20 December 2022 at 21:05.
abu_the_monkey is offline  
Old 20 December 2022, 21:11   #1211
ZyBeR
Registered User
 
Join Date: Dec 2022
Location: Internet
Posts: 26
Yeap, it's the same issue. I didn't check there first, now I know and will do so if I find something else too report.
ZyBeR is offline  
Old 20 December 2022, 21:37   #1212
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
@ZyBeR
cool beans
the more people looking/testing the more bugs can be spotted and potentially remedied.
abu_the_monkey is offline  
Old 20 December 2022, 21:43   #1213
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
If anyone knows Mr Clitheroe, or would be cool to get him involved. Though even as I write this, I get a sense of deja vu...
Karlos is offline  
Old 21 December 2022, 01:13   #1214
amipal
Registered User
 
amipal's Avatar
 
Join Date: Jun 2019
Location: Saltdean, United Kingdom
Posts: 146
Quote:
Originally Posted by Karlos View Post
I'm curious what the 25MHz 040 that I played on originally will make of it.
I did a comparison a couple of years ago when I swapped my 25Mhz 68040 board for a 50Mhz 68060 - big difference for AB3DII. Not sure if I'll ever get around to popping that board back in the machine though for comparisons with the newer code.
AB3DII is at 10:25 (for some reason, the YouTube viewer here starts it from the beginning):
[ Show youtube player ]
amipal is offline  
Old 21 December 2022, 01:28   #1215
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
nice video(s)

if the other comparisons are anything to go by I guess the 040 (with the new builds) should now be somewhere near where the 060 was (with the original) in performance
abu_the_monkey is offline  
Old 21 December 2022, 01:32   #1216
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
@amipal

Is there any chance you could check out my mod using the latest build? I'm curious to understand how big a performance hit it might take with the extra textures and geometry. I don't remember or being that bad, but it didn't have FPS counting built in when I started it either.
Karlos is offline  
Old 21 December 2022, 01:52   #1217
abu_the_monkey
Registered User
 
Join Date: Oct 2020
Location: Bicester
Posts: 2,020
@Karlos
I haven't had time to test it out on real hardware with any of the new builds, but, under winuae in cycle exact modes the extra geometry, textures, etc give just shy of a 10-15% drop in fps.

comparison screenshots attached.
your mod always paused on the lower end of the scale and the standard level on the higher , either way, there was probably only 0.25 fps difference to what I could capture.

a comparison on the real thing would be much better.
@amipal yes please if you can
Attached Thumbnails
Click image for larger version

Name:	042.png
Views:	95
Size:	270.7 KB
ID:	77464   Click image for larger version

Name:	043.png
Views:	83
Size:	252.1 KB
ID:	77465  

Last edited by abu_the_monkey; 21 December 2022 at 02:52.
abu_the_monkey is offline  
Old 21 December 2022, 11:22   #1218
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
That's not as bad as I feared then. When I was originally working on it in 96/97 I had no quantitative way to measure I was just happy to see some variation from the big tritile panels and brown speakers walls, lol. It was all so monotonous to look at.
Karlos is offline  
Old 21 December 2022, 14:17   #1219
Karlos
Alien Bleed
 
Karlos's Avatar
 
Join Date: Aug 2022
Location: UK
Posts: 4,444
Just merged a quick PR when I realised I'd left a divs behind in some hitscanning code that I'd then replaced with an approximation, thus effectivity dividing twice. This may have caused some shotgun blasts to miss at close range.
Karlos is offline  
Old 21 December 2022, 16:47   #1220
amipal
Registered User
 
amipal's Avatar
 
Join Date: Jun 2019
Location: Saltdean, United Kingdom
Posts: 146
Quote:
Originally Posted by Karlos View Post
@amipal

Is there any chance you could check out my mod using the latest build? I'm curious to understand how big a performance hit it might take with the extra textures and geometry. I don't remember or being that bad, but it didn't have FPS counting built in when I started it either.
I'll see what I can do...
amipal is offline  
 


Currently Active Users Viewing This Thread: 2 (0 members and 2 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

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 03:48.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.22739 seconds with 14 queries