05 September 2022, 01:34 | #301 |
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are any of these 'real amiga' setups running kickstart 3.1.4 or just the standard 3.1, 3.5, 3.9 ? cos under winuae the current build works for me with ks3.1.4 but bombs with 3.1 (both bare bones/vanilla installs of workbench for each. everything else is setup the same) maybe it is a bug in the kickstart libraries but then again it is easy to miss stuff with assembly language.
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05 September 2022, 01:39 | #302 | |
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05 September 2022, 07:52 | #303 |
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Nope, I had the same on Warp 1260 with assigns done, but standalone hires stayed on black screen. Running included TKG script from an icon works. Of course all entries that are run by the script required setting executable attrib manually beforehand.
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05 September 2022, 08:13 | #304 |
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fair enough, 2 can't be wrong. and was that with ks3.1 or 3.1.4 or other?
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05 September 2022, 12:40 | #305 |
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05 September 2022, 13:28 | #306 |
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In order to help debug some of the visual issues, I've branched my mod (not pushed yet). I've created a simple 3 zone level A that performs texture scale and alignment tests.
[ Show youtube player ] |
05 September 2022, 19:37 | #307 |
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wow! that really shows up the wall/floor/ceiling alignment issue far more so than when your playing the game.
good job |
05 September 2022, 19:42 | #308 |
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Tried it on my 1200 (P5 Blizzard 060, KS3.0/WB3.1) and the pre "system friendly" version works, but latest (after fixing 2 bcc.s -> bcc.w) does not. The SystemPatch299 thing didn't help either, also tried increasing stack massively, and that didn't help either. Tried running it with MuForce/MuGuardianAngle, but didn't get anything useful. There's a bit of graphics corruption before it hangs with a gray (WB default background) screen.
Perhaps some other OS data structure (like an IORequest) is being corrupted, but it only shows later on? Or maybe some bitmaps (etc.) aren't aligned properly? Some random ideas to help debug it: - Comment out code until it works (even unrelated things), then comment things back in until it doesn't. - Pad all data structures with free space around them starting with OS related ones (i.e. just have ds.l 1024 before and after each one that could possible be affected). - Check all interrupt related code for whether it really saves all registers etc. Also maybe using system friendly routines changes assumptions of which interrupts can be disabled etc. |
05 September 2022, 20:13 | #309 |
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05 September 2022, 20:25 | #310 |
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excellent
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05 September 2022, 20:38 | #311 |
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05 September 2022, 20:52 | #312 |
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is it the same for the ceiling if you change the texture?
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05 September 2022, 22:00 | #313 |
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05 September 2022, 23:22 | #314 |
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I don't see that so much as a bug but more of a feature
need's remembering/documenting for anyone else wishing to create mods. do you know if the 'enemy/aliens' can use the teleports? I seem to remember that it crashes the game if they happen upon one. Last edited by abu_the_monkey; 05 September 2022 at 23:28. |
05 September 2022, 23:26 | #315 |
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I'd be interested to know if it has any cache impact. Floor texturing doesn't have any fixed texture "scan direction" though so maybe not. I wonder if any games that did this sort of "flats" rendering for floors and ceilings ever used subpatch arrangements to improve cache locality?
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05 September 2022, 23:56 | #316 |
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I once tried to do that in Doom. I.e arrange groups of 4x4 floor texels such that they lie linearly in memory, 16byte aligned. This should make sure that the whole group of 16 pixels gets bursted into one cache line and after the first texel access there’s a high chance that the next texel access is already cached.
But it didn’t make a notable difference. The texel addressing gets more complicated and the cycles saved on fetching may be spent on computing the texel address (in particular on an 030). To be effective it also requires that the next texel access is close to the last one, which can only be ensured if mipmapping is available for distant textures (where otherwise we‘d be skipping through the texture at steps larger than 4x4). To be honest, I didn’t measure things properly back then, so it still may be worthwhile… but I don’t expect much of a boost from it. It may be first interesting to know how much time overall we spend in various parts of the rendering. |
06 September 2022, 00:00 | #317 | |
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I can create a simple test level for that. Create a simple corridor where a walking alien has to follow control points that take it through a teleport zone. This then teleports it back to a starting point close to where it originates. The player spawns at the other end, visible to the enemy. If the mechanism is bust we'll know immediately : |
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06 September 2022, 00:06 | #318 | ||
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Quote:
Quote:
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06 September 2022, 00:06 | #319 |
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can someone try this on os 3.1 and see if it runs please
Last edited by abu_the_monkey; 15 September 2022 at 01:01. |
06 September 2022, 00:46 | #320 | |
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but would be nice to know either way |
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