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#81 |
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Location: San Jose
Posts: 531
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Shouldn’t the vertical blank happen at the end of the previous frame (cathode ray starting to travel back from bottom to top of screen)? The docs are not clear on this.
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#82 |
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Location: UK
Posts: 995
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A bug fixed, performance improved AB3D2? Sign me up! For years I've meant to get to grips with building and fixing it, so I'm really glad someone else has.
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#83 | |
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Location: UK
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Quote:
The whole thing is a bit unfinished, so later levels will be much more like the vanilla ones. The plan originally was to "remaster" the levels and then move on to reimplementing AB3D 1 as a new set of levels. It's probably for the best that this didn't happen as I'm not sure it would've worked as I'd hoped. |
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#84 |
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Location: UK
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@pipper
One really annoying bug (IMHO) of the original is that the floor and ceiling texture scaling is off when you change between the 2/3 and fullscreen modes. So a square zone designed to have, for example 2x2 floor tile in it, depending on which screen size you choose, it may fit correctly or not. The mod I made was running on a 25 MHz 040 and consequently, things like the weapon animation frames are designed for around 10-15 FPS. They'll probably look a bit comically fast under emulation or on faster machines. Maybe it would be possible to set an weapon animation timescale value? |
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#85 |
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Location: Bicester
Posts: 692
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@ Karlos
![]() I know what you mean. I tried using the editors (originals and later leved v303) to varying degrees of success or failure (mostly failure) never did finish any of the levels I started |
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#86 | ||
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Quote:
Quote:
But weirdly, the original copper lists caused the copper interrupt right at the start of the frame: bigfield: Code:
; Start of our copper list. dc.w dmacon,$8020 dc.w intreq,$8011 <<< trigger copper interrupt and "Transmit Buffer Empty"? dc.w $1fc,$f dc.w diwstrt ....big copper list... |
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#87 | |
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Location: San Jose
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@Karlos
Please feel free to report bugs and limitations! For instance, if you need more vertices per level (right now the upper limits seems to be 800 vertices). Quote:
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#88 |
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Location: Scunthorpe/United Kingdom
Posts: 1,578
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https://forum.zdoom.org/viewtopic.php?t=67666
Not quite what you're after - it's in GZDoom on the PC - but it's a reasonably faithful recreation of AB3D. Some of the levels are slightly altered (IMO to its detriment, but there you have it) and the lighting is improved. You can opt to use original weapon textures too, which are vastly superior to the new ones (again, IMO). Sorry for the OT. |
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#89 |
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Location: UK
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I wonder how many CPU cycles are spent performing the dithered 256 colour reduction in TKG. It might actually render faster on a direct RGB display.
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#90 |
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I actually find the dithering pretty nice. It’s very subtle. But I didn’t look for how it’s implemented yet.
On a side note, I made the ab3d-rtg repository compile. It starts up and shows a title screen, but wouldn’t do anything else. I made no further attempt to debug this yet. |
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#91 |
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Oh, the dithering is definitely nice and looks way better than vanilla 256 colour. Contrast it to the original Doom, for example, where the depth shading produced very conspicuous bands in places. Nevertheless, for RTG purposes I suspect pixels are calculated as RGB values that have to be converted back to a palette match. It may be quicker to try and get the intermediate value into a useful framebuffer RGB format.
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#92 |
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Location: Bicester
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@pipper
good work ![]() A while back I did to get the ab3d_rtg source to compile and boot to the main menu but the back drop was a mess and when starting the game the level text failed to display and would crash and reboot when trying to actually start the level. Didn't look any further as yet. Seem to remember some fonts and maybe a couple of includes not being present in the repo. Last edited by abu_the_monkey; 07 August 2022 at 03:02. |
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#93 |
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I recall my mod being extra unstable with the RTG patch back in the day. Worked OK with the tkg-turbo patch though. I'm going to have to see if I can find a backup of the editable assets. This whole thread has piqued my nostalgia.
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#94 | |
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Quote:
Oh that’s sounds like a lead, will use snoop dos to see if it’s opening some font I don’t have. |
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#95 |
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just had a quick look and it was AB3DMenu.font and AB3DSlim.font in setup.s
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#96 |
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Let’s just use topaz
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#97 |
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Location: Bicester
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yep that's what I did, just renamed some other font.
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#98 |
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Location: Sweden
Age: 49
Posts: 2,480
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I missed this thread, only found it after seeing a recently uploaded youtube clip which pointed to it, but I need to say this: Holy crap Pipper, you did it! All hats off, so many threads about how impossible it was to do something with the sources an 25 years passed… Damn, huge thanx for doing this man.
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#99 |
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Join Date: Nov 2016
Location: France
Posts: 756
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How to do in WinUAE parameters to put the key to change 2x1 in 2x2?
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#100 |
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Location: Bicester
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@Aladin
on the 'input' page in winuae, you can remap keys to do different things, so input source 'numlock [0x45]' points to 'numpad left parenthesis' and 'divide [0xb5]' points to 'numpad right parenthesis' (this may not be the best keys to use but it is positionally where the left and right parenthesis keys are on an amiga). you may or may not need to change the mouse/joystick settings for port 2 on the 'game port' page. |
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