16 January 2022, 08:18 | #61 |
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Wow, THAT's what I call a README!
Others should follow this shining example of elaborate documentation. Thank you very much for the release, will try it soon! |
16 January 2022, 09:11 | #62 |
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Haha! To be fair this readme has been accumulating through multiple games, and there are about 40 lines from the original readme describing the multiplayer. I did my best to describe everything you can tinker with though. Anyway let me know how it runs.
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16 January 2022, 11:05 | #63 |
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Good job
Getting around 10-16 FPS on my 50Mhz 1260/16MB (320x200 AGA), but it feels pretty responsive and plays just fine. However it seems to guru most of the time on startup (sometimes just after opening the screen, sometimes just before the main main) and every time on exit with either an address error or illegal instruction (80000003/80000004). Running w/o startup-sequence, but with setpatch + idefix. I see the same behavior in winuae with the 040 version (040 + both with and without JIT). Tried with both the full and shareware versions. Also tried deleting the grpfiles.cache file and doing a clean install. Not something you need to spend time on, as I won't be playing it much with my shitty amiga mouse, just figured I'd report it. |
16 January 2022, 11:19 | #64 |
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Working flawlessly with TF1260, very impressed by the FPS
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16 January 2022, 11:42 | #65 | |
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Quote:
Using a PC as a MIDI synth, that's pretty funny How was the framerate in RTG mode? |
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16 January 2022, 12:08 | #66 |
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16 January 2022, 12:41 | #67 | |
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Quote:
Config file attached. Tested in 4.9.0 and 4.9.1b4. I made a fresh install of WB3.1 (reported as: WB version 40.42, KS 39.106). Boot with no startup-sequence, run setpatch, run duke3d.040 => guru 8000000B (line F). Installed latest mmulib (I have this on my real amiga as well) and guru changes to 80000004 (iillegal instruction). I start the game and press enter a couple of times to skip the intros. Gurus just after showing the "alien" background (see screenshot). Same result if I change CPU to 060 (and run duke3d.060). I can zone the HD-directory if that makes it easier. |
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16 January 2022, 13:17 | #68 |
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Just gave it a quick test with an existing WB3.1 install, and it didn't quite work out. If you can put the HD dir in the Zone it'd be much appreciated.
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16 January 2022, 13:20 | #69 | |
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Quote:
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16 January 2022, 13:25 | #70 |
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Tested on PiStorm/Emu68 and Aros :-)
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16 January 2022, 13:59 | #71 | |
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Quote:
In the zone as duke_test.zip. I've modified startup-sequence to boot straight to it (after setpatch). The crash seems to happen just after 4001ae74 (exception 3 now, but I've also seen the instruction following negx.b d6 be illegal (7716). |
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16 January 2022, 14:11 | #72 |
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Ahhh, that address is suspiciously close to the stack pointer.
Increasing the stacksize seems to fix all issues |
16 January 2022, 14:36 | #73 |
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16 January 2022, 14:50 | #74 | |
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Quote:
Atomic Edition is not required, it should work with all versions listed at the bottom of this page: https://www.jonof.id.au/jfduke3d/index.html |
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16 January 2022, 15:59 | #75 | |
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Checking with the same setup I zoned, it crashes on exit with less than 32600. 32768 seems to work, but is probably too close for comfort. |
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16 January 2022, 16:12 | #76 |
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That is bonkers because that's the exact amount I set as the minimum:
https://github.com/BSzili/jfbuild/co...beba3244a7b141 I'll have to check with Scout what's going on, thanks for the test archive. |
16 January 2022, 20:28 | #77 | |
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NP. My best bet would be that the __stkinit stuff simply doesn't work/isn't called (at least in this setup). Just for the record I'm testing with calling "stack <number>" before starting the exe and FWIW starting from the icon in WB gives the same result. I tried putting a breakpoint on StackSwap but the results seem a bit odd (maybe I'm doing it wrong). Also tried building your amiga branch (to just put in some printf statements), but there was too much friction. Managed to download what I think are the correct dependencies and get a working Makefile.user, but had to make some code changes and the resulting executable fails when loading table.dat. It's not something I think you should spend much time (if any) on, but you could consider extending the README with your environment settings. |
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16 January 2022, 21:38 | #78 |
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Just tried it on my V4 and it plays fantastically! What a great job!
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17 January 2022, 00:55 | #79 | |
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Do you manage screen-tearing some how? I was looking thru Blood src code once and noticed ChangeScreenBuffer() I guess (but not sure if it was for AGA or RTG) I am working on my raycasting engine and I used system Triple Buffering to avoid screen tearing - which works... but not under Aros Do you provide maybe an Amiga OS framework sources somewhere to see? Or maybe a little tutorial? |
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17 January 2022, 07:29 | #80 | |||
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Quote:
If you had to create a makefile.user file then something probably went wrong. In theory all you need of bebbo's toolchain, and the cross compile scripts should build the game out of the box. Quote:
Quote:
http://thomas-rapp.homepage.t-online.de/examples/dbuf.c |
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