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Old 04 June 2020, 18:07   #81
Daedalus
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And using a larger block size for FFS (e.g. 8 or 16kB) will dramatically speed up seeking in large files too.
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Old 04 June 2020, 19:58   #82
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It is recommended to use a native blocksize like 4096 which is one block on a CF card. Increase live dramatically.
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Old 17 June 2022, 10:58   #83
arti
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Took me ten months to finally make a proper, fully working C&C port based on original EA sources:

[ Show youtube player ]

https://artishq.wordpress.com/
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Old 17 June 2022, 12:07   #84
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Quote:
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Took me ten months to finally make a proper, fully working C&C port based on original EA sources:

[ Show youtube player ]

https://artishq.wordpress.com/

Is this game only for the V4 or will it work on the V2 or 060 too?
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Old 17 June 2022, 13:28   #85
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Will work on V2 but no sound.
On 060 there will be sound but might lack some speed.
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Old 17 June 2022, 19:53   #86
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First of all thanks arti for your great work!

I've just tried the game on an A1200 with a Blizzard PPC 68060/66MHz and OS 3.1.4 and the games works but it is actually too slow.

I also tried the game on an A1200 with a Vampire V2 and CoffinOS r59. The game starts, I can see the two presentation screens but after that I get a black screen with a red mouse pointer. I can hear the music, my HDD led blinks but nothing happens (I waited more than 30 minutes).
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Old 18 June 2022, 13:35   #87
arti
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First of all thanks arti for your great work!

I've just tried the game on an A1200 with a Blizzard PPC 68060/66MHz and OS 3.1.4 and the games works but it is actually too slow.

Talk to Cawcat, maybe he compile PPC version.


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I also tried the game on an A1200 with a Vampire V2 and CoffinOS r59. The game starts, I can see the two presentation screens but after that I get a black screen with a red mouse pointer. I can hear the music, my HDD led blinks but nothing happens (I waited more than 30 minutes).

Then v2 is not supported.
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Old 18 June 2022, 21:39   #88
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I tried this with my A4000 CSPPC and the 68060 @ 66Mhz it's just too slow. Using Workbench 3.5 and 3.2.1. However, playing with WinUAE 4.9.1 (2/1/2022) and Workbench 3.5, it plays at pretty good speed. With Workbench 3.2.1, way too slow. I had to modify the script Icon to be Project to use IconX, but after that all goes well (along with 500 buffers per used partition. ;-)

I can see where lots of bugs are, including if you press any of the cursor arrows while playing. Results in a very quick error.
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Old 18 June 2022, 21:41   #89
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Why would this run on 060 but not V1200? Just wondering.
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Old 19 June 2022, 01:25   #90
arti
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I can see where lots of bugs are, including if you press any of the cursor arrows while playing. Results in a very quick error.

Not sure what you mean. What error?
I've finished GDI campaign w/o any errors.
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Old 19 June 2022, 01:31   #91
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Why would this run on 060 but not V1200? Just wondering.

Game uses Vampire code if it's detected for audio and screen.
But it's no longer compatible between V2 and V4.
I could make game not use Vampire code on v2 but that would be too slow as well.
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Old 19 June 2022, 09:17   #92
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Hi arti, a ppc version would be great.
Where do i find Cawcat? I couldn't find him within the member's list of eab.

I tried again on my Vampire V1200 after modifying a bit the ini files and the game started but the video was pink/purple and the troops on the map seemed (from what I was able to see) too fast...
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Old 19 June 2022, 13:09   #93
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Hi arti, a ppc version would be great.
Where do i find Cawcat? I couldn't find him within the member's list of eab.


He's Cowcat.


I tried again on my Vampire V1200 after modifying a bit the ini files and the game started but the video was pink/purple and the troops on the map seemed (from what I was able to see) too fast...

Palette code for v4 doesn't work on v2.

With F4 you can enable framelimiter.
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Old 19 June 2022, 14:49   #94
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He's Cowcat..

You're right... I just wrote him a PM, thanks.
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Old 17 March 2023, 11:17   #95
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Finally after 15 years a proper Red Alert port (Full game, no SDL, only CGX, AGA and AHI)


Last edited by arti; 25 March 2023 at 01:52.
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Old 23 March 2023, 22:59   #96
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Finally after 15 years a proper Red Alert port (Full game, no SDL, only CGX and AHI)
That's pretty cool, what hardware does it run on now?
100MHz 060, ZZ9000 with Audio Module, would that work?
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Old 24 March 2023, 09:11   #97
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That's pretty cool, what hardware does it run on now?
100MHz 060, ZZ9000 with Audio Module, would that work?
I guess so... it works on my Blizzard 060/66 MHz but it is a bit slow. I guess that on a 060 100 MHz it would run quite faster and playable.

Unfortunately I asked for a WarpOS version but it seems it won't be done (at least not soon)...
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Old 24 March 2023, 16:19   #98
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Finally after 15 years a proper Red Alert port (Full game, no SDL, only CGX and AHI)

Thanks for your work Arti., btw, it would be impossible to try to make an AGA version? Many of us have 060 with AGA without the possibility of RTG.

Thanks again
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Old 24 March 2023, 18:49   #99
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Arti: Where were the bottle necks for the port? The music was just 8bit .VOC files and not midi?!?!
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Old 25 March 2023, 01:50   #100
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Thanks for your work Arti., btw, it would be impossible to try to make an AGA version? Many of us have 060 with AGA without the possibility of RTG.

Thanks again

It already works on AGA much slower than RTG though.

You would need Pistorm to be able to play smoothly on AGA atm.
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