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Old 23 November 2022, 02:14   #901
Karlos
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Originally Posted by abu_the_monkey View Post
so other than being sadistic and making the player start with only 20 shotgun rounds and 200 health, all the levels should be "completable", yes?
I wouldn't bet on that. Stockpiling seems to be a game mechanic. IMO, it goes too far, I think level and ammo should have caps on them, but you definitely need most of your arsenal by the middle of the game.
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Old 23 November 2022, 02:38   #902
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all the credit goes to pipper.
how he had the patience to sift through all the code and make it work I really don't know.
I should have talked to @Girv and it wouldn't have taken that long. If you take a look at his AB3D-RTG code, I think he went through much of the same. I just didn't know... I return to the Amiga scene only in 2017 after a long time not paying _any_ attention.
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Old 23 November 2022, 11:44   #903
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I think this is an upstream bug because it happens on a straight checkout of pipper/main for me.
A curious fact to report, I do not get this issue with JIT using either main or the local merge of abu's changes into it, provided I've set the frame limit to 25fps (or lower).
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Old 23 November 2022, 20:13   #904
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most odd.

I can get it to start every time reliably with jit and at 50fps (touch wood) if I clear out the DisplayMsgPort before the first call to ChangeScreenBuffer outside the main game loop.
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Old 23 November 2022, 21:49   #905
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More for pipper's benefit, but I see absolutely no reason not to merge your PR. I can find no new regressions that I wasn't able to reproduce from upstream.
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Old 24 November 2022, 00:20   #906
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@Karlos

Regarding the fps timer, sounds correct, but I will check tomorrow. Layed up with a cold at the mo, feeling rather lethargic
Seems it's catching. I feel like crap too just now. I had planned to do some work on it, but it was not to be.
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Old 24 November 2022, 02:55   #907
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@Karlos
hope you feel better soon chap.

here is a follow up from the previous video I posted

[ Show youtube player ]

edit: sorry the sound is squiffy, didn't notice till I uploaded it
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Old 24 November 2022, 18:32   #908
Karlos
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@abu

Quote:
hope you feel better soon chap
Thanks, sir. Looks like another positive LFT for the neck ring I'm making.

By the power entrusted in me by our leader, I'm going to use my collaborator cress and merge your outstanding PR into main. You said there was a change you might want to push first for the number of VBL steps between lighting animation increments. Do you want to push those first? If not, they can go after.

I prefer to merge your stuff before embarking on some more symbol renaming and dead code pruning ...
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Old 24 November 2022, 18:44   #909
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@Karlos
Merge away, the change to lighting anim speed can wait for now.
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Old 24 November 2022, 18:50   #910
Karlos
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@Karlos
Merge away, the change to lighting anim speed can wait for now.
You are merged. Make sure you pull upstream down into your fork.
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Old 24 November 2022, 18:56   #911
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You are merged. Make sure you pull upstream down into your fork.
Done
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Old 24 November 2022, 19:11   #912
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Done
Good stuff.
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Old 25 November 2022, 16:07   #913
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I've played the last build now it works perfectly and no problem to save. Amazing job, really. The game really flies now on a 68030/50mhz compared to the original version
I Wonder if it is possible to somehow enhance others 3D Amiga games like Jurassic Park (the source code is included in the latest WHDLOAD install ).
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Old 26 November 2022, 03:59   #914
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@sokolovic

Glad to hear it is working well for you now

I think there are 'a few' bugs to iron out and improvements yet to be had on this project, but it is defiantly a vast improvemet on the original release from ocean/team17
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Old 26 November 2022, 09:17   #915
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@sokolovic

Glad to hear it is working well for you now

I think there are 'a few' bugs to iron out and improvements yet to be had on this project, but it is defiantly a vast improvemet on the original release from ocean/team17
Do I hear RTG? )
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Old 26 November 2022, 10:29   #916
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Smile

My personal interests may be different. In no particular order:
Improve the code legibility/maintainability. This ultimately includes replacing non performance critical code with C.

* Improve texturemapping (it's a bit fuzzy and imprecise), possibly to include mip mapping for more distant polygons.
* RTG support, preferably with RGB render option
* AHI support
* Multichannel mod support (currently one channel only).

I would then like to explore the possibility of enhancing how the game can be modded by raising the various limits defined in the gamelink format (which needs to be done very carefully to remain backwards compatible). I'd very much like to see:

* (Alternative) Human readable/editable format for game link data:
* More objects, aliens, vectors, bullet defs, etc.
* 45 degree views for bitmap sprites
* More sound effects (also a high quality mode with higher sample rate)
* More than 16 floor textures
* More than 32 object textures

In my view new features like this become much more achievable the less dependent on assembler you are for all the mundane asset loading and management code.

Last edited by Karlos; 26 November 2022 at 13:34.
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Old 26 November 2022, 11:46   #917
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Even if this plan doesn't work out, there could be enough of a learning exercise to do a rewrite
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Old 26 November 2022, 16:52   #918
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I still have some problem with playing on the resolution as the " [ " Key pushed make some buggy rendering (sorry, can't describe it in english) but it doesn't matter as the game being very smooth without using it.
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Old 26 November 2022, 18:56   #919
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@sokolovic

yes, the double width pixel mode still needs some attention.

edit: comments from the dobblewidth_test version

; FIXME: how can I factor DOUBLWIDTH into the whole equation, so no
; additional branches are needed in the inner loop

Last edited by abu_the_monkey; 26 November 2022 at 20:44.
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Old Yesterday, 16:56   #920
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Sorry but I've been looking on the github link but I can't see how you can tell what the latest build is. I'd love to try the latest version on my ACA1230/56 following what sokolovic has reported performance wise. Please can you point me in the direction of the latest build?
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