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#161 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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emulation is only useful to check if the game can have good fps. Running from chipmem in emulation doesn't slow the game down.
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#162 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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Quote:
I will say that a lot of the Robocop 3 code is not well optimised at all. |
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#163 |
AmigaMan
Join Date: Oct 2012
Location: Castro Urdiales/Spain
Posts: 763
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Damn! Hunter is now a lot of faster in my a1260. Fantastic work!
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#164 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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Quote:
So all the various sections are different programs? that complicates the work all right (encrpytion: not that much as whdload slave already decrypts them) |
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#165 | |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
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Quote:
Anyway, I was so happy seeing how fast the game became. That was what I missed during the years when bought more and more powerful cards for my Amigas, but suffering of poor framerate were remained, unlike it happened on friends' pcs in any vectorgfx-based stuff. Wonder if this issue can be solved somehow? Ahh, and Starglider 2 crashed before anything happens, after the doubleclick on the icon gets rainbow-ish screen and freeze. Last edited by Reynolds; 04 November 2022 at 10:14. |
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#166 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 654
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#167 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
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#168 | ||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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Quote:
Level 3 has a documented crash (the new HD version). By default, the files are created in "C:". The small file is usually enough for me to analyze. If it runs without glitches without caches it means that some self-modifying code remains (it can be investigated and fixed of course!). I think DID themselves had issues as there's code in the game to turn on/off the caches. Quote:
Relocation process requires a kind of reverse engineering to compute the relocation addresses, which can be a pain in some ambiguous case where pointers are mixed with data with almost the same range of values. Not the case of EPIC which just used a classic executable, but forced in chipmem to avoid issues... wankers! |
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#169 |
Puttymoon inhabitant
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I always adored Starglider 2, can someone make a video with comparison of NoFastmem / Fastmem version?
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#170 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 46
Posts: 1,112
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#171 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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some news:
- Fixed Starglider 2 tunnel force field crash (check the zone) - Hunter all 3 versions supported and officially released |
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#172 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 654
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#173 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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fixed!
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#174 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 654
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Still crashing in a tunnel
[ Show youtube player ]
Other bugs: Missing cross-hair Many cockpit indicators are not working High pitched sound effects |
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#175 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 654
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#176 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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good test. There are 2 separate problems to address when relocating a game. First the relocs must be accurate. Too much or not enough can crash the game.
Then chip data must point to chipmem. I'll fix those issues. I'm surprised that the slave is faster running in chipmem... new slave has speed regulation that makes the game unplayable because too fast (but most of the time problem wasn't noticeable because it crawled) |
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#177 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 654
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#178 | |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 691
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Quote:
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#179 | ||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,368
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Quote:
Basically, disassembly gets you the easy ones (LEA, MOVE direct... in obvious code sections). The problems arise with move.l # and mostly dc.ls (pointers in data) There are a lot of "little secrets" (which aren't secrets) to prepare the source file (like renaming the labels with the offset in it, or splitting ORIB #0,d0 i 2 DC.W 0...), plus the script which catches undefined pointer table labels you just inserted and declares them at the proper location in the source file. README in my github for the projects try to list how to proceed. With kickstart files it's easier since addresses range from 0xF8000/0xFC000 to 0x100000. On a game, you have to use memory protection (winuae or whdload) so if the game tries to access the old memory you catch it. But it can be very tedious so I have developed a lot of scripts to try to detect pointer tables. The most annoying case (happens in Starglider) is a list of structures containing pointers and also data, but not periodically (kind of varying structures I dunno...). In that case if you declare a relocation when it's data then you introduce a bug which is super hard to track. Then you have to doubt of all the relocations, remove them, run with memory protection on, retry.... Time consuming even with the right tools. Without any tools it's just impossible. Quote:
But I think I'm very close to making it work from fastmem so stay tuned ![]() Yesterday I tried Hunter on my 060 with fastmem or chipmem and I thought that even with chipmem the FPS were good. But clearly with fastmem it was smoother. |
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#180 | |
Amiga Games Database
Join Date: Jun 2006
Location: South West England
Posts: 1,281
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Quote:
I looked at the Hard Drivin' games, Jean Francois. HD 1 goes pretty fast but it's really nasty to control. HD 2 (which is an expanded, improved and bug fixed HD1) is decent to control but seems to run at a lower framerate. Race Drivin' is just horrible, in my opinion. :-) It maybe that HD2 could be made to run smoother, maybe not. In my opinion the other 2 games are not of the same quality, |
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