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#1 |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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Mortal Kombat II AGA Tech Test
Hey, dudes.
I've uploaded a small test program for Mortal Kombat II AGA to The Zone. It's a teeny bit buggy but works well enough for testing. After a bit of fiddling, it *just* scrapes in at 50fps when running in WinUAE 4.4.0 at an emulated 14mhz with Fast RAM/quick launch option. Testing in 5.3.0 though, it can't manage it unless the emulated clock speed is whacked up to 28mhz. Given WinUAE's inaccuracies in 68020+ emulation, it really needs testing on real hardware. I'd be somewhat surprised if a real A1200 at 14mhz could manage 50fps with it, but a 1220/4 accelerator board, or similar with a 28mhz CPU *should* hopefully?! If you have a suitably specced machine and a few minutes to spare, it'd be nice to know how the program actually works and how it performs. If you could also maybe take a quick snap of the screen so I can see the timing bars, that would be useful, too. This is the output in WinUAE, with the black border part being free CPU time where it's waiting on the next interrupt. ![]() B Last edited by Old_Bob; 09 August 2024 at 23:38. |
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#2 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,630
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Thanks. Looking forward to trying it
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#3 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,445
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very good!
Will you be able to use some of the original code or amiga code? The code for MK2 was available at some point but got withdrawn. Is it using interleaved bitmaps? and how many colors? I personally think that the first opus would be much more doable on amiga as AGA. Problem with those MK games is damn Shang Sung metamorph |
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#4 |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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It's possibly worth pointing out that it's not in any way playable, the fighters just bounce around the screen. It's just a basic test of the graphics engine using a single frame for each fighter.
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#5 | |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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Quote:
Annoyingly, I didn't find out about the MK2 source leak in time to get my hands on it before it was no longer available. But, yes, if a person was to take the task on, a conversion of the first game would be the sane option. B |
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#6 |
Registered User
Join Date: Sep 2016
Location: New York, USA
Posts: 192
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I just tried it on my A1200 with TF1260. Hope this helps. It is just iPhone video https://www.dropbox.com/scl/fi/spj9i...b1ecgsz66&dl=0
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#7 | |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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Quote:
Interestingly, your CPU isn't getting everything done in time to manage 50fps, which is why the border colour is flickering wildly. A bit surprising, given the spec of your machine and just the kind of thing I was concerned about. Especially considering the code for the entire program, which is less than 4kb, easily fits inside the instruction cache of your CPU? ![]() B |
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#8 |
Registered User
Join Date: Sep 2016
Location: New York, USA
Posts: 192
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My pleasure Bob! Interesting. I don't know. I tried it with no startup sequence and also enabling and disabling the CPU Cache and the results are the same. Although I did run SetPatch each time. I don't know
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#9 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,464
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Quote:
[ Show youtube player ] On a side note, it looks very nice to see the Sprites & background at such a high colour count ![]() Also: sorry for the flickering video! |
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#10 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,630
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It was my understanding that the final firmware for the TF1260 can get 7MB/s chipRAM bandwidth.
Are you sure you're on the final Firmware (serialno 68090)? |
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#11 |
Registered User
Join Date: Sep 2016
Location: New York, USA
Posts: 192
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#12 | |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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Quote:
The copy step is the green bar, which is more or less the same as the screen shot in my first post. If your CPU is already maxxing out the Chip RAM write speed then are surely no further gains to had there with any other chip. The free raster time remaining also looks to be similar. Since this is part where all the logic code would need to execute, as well as some additional graphical stuff like the shadows and fireballs along with all the blood and guts flying around the place, it seems in this case, even a very speedy 50mhz 68030 wouldn't be enough to maintain 50fps in gameplay. It would be interesting to see if one of the newer ACA or Terrible Fire 030 trapdoor expansions performed much differently to the classic old Blizzard board. B |
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#13 |
Super Member
Join Date: Sep 2014
Location: Wakefield
Age: 49
Posts: 1,342
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Here is a quick test on my A1200 with TF1230 50mhz 128mb. It’s very impressive
![]() [ Show youtube player ] |
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#14 | |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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Quote:
An interesting result. Thanks. ![]() B |
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#15 | |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 576
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Quote:
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#16 | |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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Quote:
I haven't got any OS version later than 3.1 to try it on, so I've no idea why it might fail on anything later than that. B |
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#17 |
Registered User
Join Date: Jan 2020
Location: UK
Posts: 576
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Even with OS3.1 it still doesn't do anything beyond display the statue and background of the sewer level though! I can't seem to scroll with the joystick/pad! Setup: 060/AGA with loads of Fast Ram. Real Amiga.
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#18 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,708
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This is A1200 with Pistorm32 with 2.2Ghz rpi4:
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#19 | |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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Quote:
Is it displaying any hex value in the top left of the screen when the startup grid is displayed? B |
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#20 |
BiO-sanitation Battalion
Join Date: Jun 2017
Location: Scotland
Posts: 169
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