21 February 2022, 08:08 | #21 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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Great job, mate!
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21 February 2022, 08:49 | #22 |
Registered User
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Wow, amazing! Very well done.
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21 February 2022, 08:51 | #23 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
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Nice project. Ray of .tSCc wrote a Wolf3d engine in 68k that had decent frame rate @7MHz with planar gfx. He started with the Apple II port.
http://s390174849.online.de/ray.tscc.de/wolf3d.htm I've wondered why someone didn't try to start from the Atari ST alpha and resource it (or ask for the source) and go from there. [ Show youtube player ] |
21 February 2022, 10:22 | #24 | |
old chunk of coal
Join Date: Nov 2011
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Thanks!
Amazing is a bit too generous, since we have Dread now, a valiant effort perhaps Quote:
Anyway the ST version still uses chunky graphics for the 3D view as the walls and sprites are drawn as columns, the biggest difference is that it uses BSP trees and polygon rasterization instead of raycasting, which is much faster. This is shared with all console/Apple versions of Wolf3D. |
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21 February 2022, 11:16 | #25 | |||
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
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Quote:
https://github.com/Olde-Skuul/doom3d...ter/lib/burger Quote:
Quote:
Thanks for all your efforts. |
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21 February 2022, 16:53 | #26 |
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Great work on this btw!
A couple of things, this runs 'fine' without any fastram using a CD32 setup via Winuae, which was surprising, obviously window size needs reducing to get half decent fps. Second thing, when running from a startup-sequence after trying to start game past the 'how tough are you' screen an AmigaDOS screen pops up with 'preloadgraphics new pages 184 freed pages 0' but then i heard a gunshot noise, so once i minimized the window and dragged down the Workbench screen the game appeared behind. Any ideas? |
21 February 2022, 17:40 | #27 |
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It's interesting to compare this to Wolfenstein running in the Dread engine on an A500.
[ Show youtube player ] |
21 February 2022, 18:49 | #28 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
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Need to apologize to Szilard because i came out a bit of a jerk on a youtube thread; the port is interesting and performance is good for using the original engine - this is my public apology
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21 February 2022, 19:14 | #29 | |||
old chunk of coal
Join Date: Nov 2011
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Quote:
Quote:
Quote:
Haha, no worries I didn't take it wrong. After Dread, it's hard to impress anyone, but that wasn't my goal. I'm just trying to get the original game to run on an A1200 at an acceptable speed. |
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21 February 2022, 19:53 | #30 | |
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Quote:
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22 February 2022, 09:01 | #31 |
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It runs pretty nicely on my A1200 with ACA1230/56. The counter in the top left corner was reading 39/40 consistently even when I put it in 100% full screen.
Great work! |
22 February 2022, 19:23 | #32 | |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
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Quote:
That's interesting especially as the minimum DOS requirements was a 286 640k and VGA. But it doesn't mention what clock speed for the 286 as games after that would mention a 386SX-33 (Day of the Tentacle, Sam and Max). Also the 286 had some high clock speeds (5mhz to 25mhz mentioned on Wikipedia). Great work by the way, Are you reading the keyboard via IDCMP or is this a non system friendly game to get that extra bit of speed? |
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22 February 2022, 20:40 | #33 |
old chunk of coal
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It definitely can't do 60 fps "off-screen" without C2P, as the rendering itself is very CPU-intensive. You can find footage of Wolf3D running on 286 machines, and the speed is comparable to this port. For a smooth framerate you need a 386-DX.
For the the keyboard and mouse I'm using a high priority input.device handler. |
22 February 2022, 20:44 | #34 |
old chunk of coal
Join Date: Nov 2011
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I did some experiments with the Akiko C2P. It was trickier to implement than I expected because you have to write 4 chunky pixels at once, which got in the way of the pixel doubling. After some trial end error I ended up treating the chunky buffer as a word array, and using some bit twiddling to extend 0xFACE to 0xFAFACECE quickly. Unfortunately the speed is almost the same as the CPU-based C2P, but I'll leave this in the code in case someone wants to experiment with it later.
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22 February 2022, 21:46 | #35 | |
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Quote:
Obviously games like Gloom and Doom, even Catacombs improved with Akiko, do you foresee a workaround or is it just the way you are writing to the buffer that makes it too hard to use at the same time? |
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22 February 2022, 21:59 | #36 |
Super Member
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I have given this a quick test on my A1200 with TF1230 and it runs very nicely. Nice job!
[ Show youtube player ] |
22 February 2022, 22:20 | #37 |
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That reminds me, a while ago, I picked up a Graffiti board.
There wasn't much support for its C2P implementations, but some. In some of my testing (which was ages ago using DoomAttack), I know that on my A1200, the "optimized C2P 020" driver ran faster than the Graffiti C2P driver. (Note: I had my ACA1230/28 by then, so I had some extra CPU speed and FAST RAM) Of course, that could mean just that the Graffiti driver I had just wasn't very good? I wonder if it is similar to the reason Akiko C2P is about the same speed in your testing... |
23 February 2022, 00:39 | #38 | |
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23 February 2022, 02:32 | #39 |
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23 February 2022, 04:46 | #40 |
GoalScoringSuperstarHero
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Great work! Congrats on this project. Sound worked fine for me. Around 40-45 FPS.
* bugs: - Controller won't turn right (keys worked fine) - After I rebooted my Amiga (1200, Blizzard 1230 MKIV, 128 MB RAM) the game won't start anymore. Screen stays black. Any ideas? |
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