04 March 2019, 18:52 | #1 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,546
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Celtic Heart full source code
For anybody interested, the following archive includes the complete Celtic Heart project, to build everything from scratch. It includes sources texts, graphics, music, tools, etc.:
http://server.owl.de/~frank/CelticHeart.lha As usual for my games, the build process should be portable, so you can build it on many different host systems. Initially the only dependancy is a working ISO-C99 compiler. The rest can be built from source. Other tools needed (build from source):
Have fun! |
04 March 2019, 18:53 | #2 |
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Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Great PHX, will take a look at this!
Massive respect! |
05 March 2019, 15:35 | #3 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,546
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Thanks.
BTW, I forgot to include any kind of license in the archive. So I want to state here that everything in it is public domain and may be freely reused in other projects. |
05 March 2019, 15:43 | #4 |
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Join Date: Jul 2015
Location: The Netherlands
Posts: 3,437
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Awesome, I'll be taking a look for sure!
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05 March 2019, 17:55 | #5 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,491
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Great!
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05 March 2019, 18:14 | #6 |
Registered User
Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 771
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It was mesmerizing to watch the tmx tools build process work. Nicely done.
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10 March 2019, 16:50 | #7 | |
Pastafarian
Join Date: Sep 2010
Location: Uppsala/Sweden
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Quote:
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14 March 2019, 16:54 | #8 |
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Some Amiga testing here: Latest aos3 VBCC and Target software. Instead of having to stand watch for hours, this is the way time was measured. Time stamp of bmptoraw[.exe] (first compiled) is subtracted from that of CelticHeart.adf (last) to get elapsed time close enough.
Code:
Windows (MinGW): 00h 01m 57s WinUAE + JIT: 00h 13m 59s Amiga 500 + A530: 13h 17m 42s |
15 March 2019, 19:59 | #9 |
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Join Date: Jan 2009
Location: Barcelona / Spain
Posts: 434
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Just found out about this game and played it. It's great! I love the music
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15 March 2019, 21:14 | #10 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,546
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Wow! 13 hours. A530 has an 68030?
I remember that I have once built everything on my A3000 with 68060/50. It took clearly more than an hour. Usually I'm building it on my Pegasos G3 in a few minutes. Fortunately I rarely have to rebuild everything. Quote:
The time-consuming part is the lz-compression of all the files. Johan Forslöf's portable lz probably needs some optimizing...? |
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15 March 2019, 23:14 | #11 | ||
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Quote:
Quote:
This may need looking at. Between compiling and play testing it almost slipped my mind. Code:
vasmm68k_mot -Fvobj -quiet -x -DSDATA -I include -I :NDK_3.9/Include/include_i -o obj/sprites.o sprites.asm fatal error 5 in line 1 of "REPEAT:sprites.asm:line 272": internal error 0 in line 1082 of expr.c included from line 272 of "sprites.asm" > move.w (a0)+,D(a1) aborting... vasmm68k_mot failed returncode 20 make: *** [obj/sprites.o] Error 20 Last edited by clenched; 15 March 2019 at 23:20. |
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16 March 2019, 18:57 | #12 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,546
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26 March 2019, 20:41 | #13 |
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Freak discovery: A timer is added to lz.c and makefile adjusted to print statistics. Rebuild on Windows and log to a file. Count all occurrences (71) of "lz -o". The sorted chart shows the distribution. See a lone file with a leap from 5 to 9 seconds. That is mntsnow_plx.bin so it will be test subject. It takes my Amiga 1h 16m to pack this one file.
Code:
sec files total sec 0 * 34 0 1 * 11 11 2 * 05 10 3 * 11 33 4 * 05 20 5 * 04 20 9 * 01 9 ------------------- 71 103 |
27 March 2019, 13:33 | #14 |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
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I noticed that lz is especially slow when packing files which have a high pack-ratio. The algorithm probably needs some optimization in that case.
Example: Packing mod-samples is fast. Packing mod-tracks is slow. |
29 March 2019, 05:22 | #15 | |
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Location: Hastings, New Zealand
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Quote:
I compiled your bmptoraw and lz tools with SASC 6.58. On my 50MHz 030 lz took over 1 hour to pack mntsnow_plx.bin. Packing it with lzx took less than 2 seconds, and the result was smaller. I noticed that the original 128x96 bmp image only had 4 colors, so I converted it to a 2 bitplane ILBM brush and the result was much smaller! Here are the file sizes:- mntsnow_plx.bmp 12470 mntsnow_plx.bin 25088 mntsnow_plx.lz 3303 mntsnow_plx.lzx 2812 mntsnow_plx.ilbm 1130 According to my calculations a raw 128x96 2 bitplane image should only take up 3072 bytes, which is smaller than the lz packed file. |
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29 March 2019, 13:03 | #16 | |
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Quote:
tools/bmptoraw gfx/mntsnow_plx.bmp 16 96 2 SPRITE2 0-63 gfx/mntsnow_plx.bin What is happening is 64 16*96 sprites are made from the small picture. SPRITE2 mode is in use so 4 control words must be added to each sprite. (2bytes*96lines*2planes+8)*64 = 25088 |
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29 March 2019, 16:29 | #17 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,546
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Quote:
I was just happy having found a packer which is portable and much better than Bytekiller. |
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