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Author Topic: AmiQuake - new 68k Quake Port  (Read 10589 times)

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Offline Seiya

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Re: AmiQuake - new 68k Quake Port
« Reply #29 on: September 17, 2012, 02:09:37 PM »
you have to change by hand any emulated instructions

Offline kickstart

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Re: AmiQuake - new 68k Quake Port
« Reply #30 on: September 17, 2012, 08:09:12 PM »
@novacoder

Nice work... maybe on a 50mhz 060 runs smooth too.
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Offline Karlos

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Re: AmiQuake - new 68k Quake Port
« Reply #31 on: September 17, 2012, 09:06:56 PM »
Quote from: NovaCoder;708461
As promised, here's a quick video of the latest build -> AmiQuake


Since it's so smooth already, any chance you might add some CPU chewing RGB -> HAM C2P as an experiment?

I'd love to see that!
int p; // A
 

Offline Karlos

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Re: AmiQuake - new 68k Quake Port
« Reply #32 on: September 17, 2012, 09:49:05 PM »
Quote from: Cosmos;708455
Trapped instructions are slow all the time, everywhere and anywhere !


I know they are slow, but depending on where they are called, it really may not matter. Even a thousand trap-and-emulate calls aren't a problem if they only happen when loading a level, for example. You simply aren't going to notice (or care about, even if you do) a few hundred microseconds wasted.

If, on the other hand, you are doing a trap-and-emulate every time you do a perspective correction inside your texture mapping loop, it's going to suck abominably.

Ideally, there'd be no emulated instructions but in practise, context is everything.
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Offline B00tDisk

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Re: AmiQuake - new 68k Quake Port
« Reply #33 on: September 17, 2012, 09:49:36 PM »
Quote from: Karlos;708520
Since it's so smooth already, any chance you might add some CPU chewing RGB -> HAM C2P as an experiment?

I'd love to see that!


Quake in 4096 colors?  Sign me up! :)
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Offline Karlos

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Re: AmiQuake - new 68k Quake Port
« Reply #34 on: September 17, 2012, 09:50:49 PM »
Quote from: B00tDisk;708531
Quake in 4096 colors?  Sign me up! :)


I was thinking more of the sort of 18-bit C2P routines that you can find on aminet, but even HAM6 would be neat.
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Offline NovaCoderTopic starter

Re: AmiQuake - new 68k Quake Port
« Reply #35 on: September 18, 2012, 12:27:56 AM »
Quote from: kickstart;708509
@novacoder

Nice work... maybe on a 50mhz 060 runs smooth too.

No, not quite there yet, I'll keep hacking away in my spare time to make it faster.  I have other more interesting projects waiting to be started so I can't spend all my time on it ;)

I did have a look a doing HAM8 C2P for my ScummVM port but could never get it to render properly :(

A more interesting update would be Graffiti, when Jens eventually updates the Indivision AGA Mrk2 with Graffiti support (maybe even 16bit chunky support) then we can have some fun.
« Last Edit: September 18, 2012, 12:44:54 AM by NovaCoder »
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Nice Ports on AmiNet!
 

Offline Karlos

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Re: AmiQuake - new 68k Quake Port
« Reply #36 on: September 18, 2012, 12:48:37 AM »
Quote from: NovaCoder;708542
I did have a look a doing HAM8 C2P for my ScummVM port but could never get it to render properly :(


Seriously, that would be a really nice touch.
int p; // A
 

Offline B00tDisk

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Re: AmiQuake - new 68k Quake Port
« Reply #37 on: September 18, 2012, 02:28:16 AM »
Quote from: Karlos;708532
I was thinking more of the sort of 18-bit C2P routines that you can find on aminet, but even HAM6 would be neat.


Oh I spoke in jest; Quake has an 8-bit pallet and would hardly benefit from 12-bit :)

Tell me more of these 18-bit routines, though.  I'm a coding newborn and didn't touch anything on the Amiga post AmigaBasic though so be gentle.
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Offline Karlos

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AmiQuake - new 68k Quake Port
« Reply #38 on: September 18, 2012, 08:29:36 AM »
Quote from: B00tDisk;708552
Oh I spoke in jest; Quake has an 8-bit pallet and would hardly benefit from 12-bit :)

Actually, it would as clickboom's original port demonstrates with it's slow but pretty 16-bit option.

The reason being that although the textures are 8 bit, they are shaded with light maps to produce the end result which results in many more shades than can be displayed.  These are quantized back to the game palette, resulting in a loss in fidelity.

Quote

Tell me more of these 18-bit routines, though.  I'm a coding newborn and didn't touch anything on the Amiga post AmigaBasic though so be gentle.


A number of routines are available courtesy of various demoscene coders that can convert an RGB chunky framebuffer in formats from 12-bit up to full 24-bit into suitable HAM planar displays.
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Offline NovaCoderTopic starter

Re: AmiQuake - new 68k Quake Port
« Reply #39 on: October 13, 2012, 11:08:33 PM »
I thought I'd do some videos of recordings of myself playing the game this time which gives a better idea of how it actually runs on my machine with the latest release.

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Offline runequester

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Re: AmiQuake - new 68k Quake Port
« Reply #40 on: October 14, 2012, 02:45:56 AM »
Wow, thats quite playable. Nice to see :)
 

Offline NovaCoderTopic starter

Re: AmiQuake - new 68k Quake Port
« Reply #41 on: October 14, 2012, 03:36:36 AM »
Yep still could do with a little fps but it's getting harder to get any more speed out of it now :(
« Last Edit: October 14, 2012, 09:21:11 AM by NovaCoder »
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Offline delshay

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Re: AmiQuake - new 68k Quake Port
« Reply #42 on: October 14, 2012, 05:11:38 AM »
It would be nice to see a 16bit PPC version.
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Offline Cosmos

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Re: AmiQuake - new 68k Quake Port
« Reply #43 on: October 14, 2012, 05:13:46 AM »
Have you included the asm parts of the Frank Wille Quake version ?

Offline NovaCoderTopic starter

Re: AmiQuake - new 68k Quake Port
« Reply #44 from previous page: October 14, 2012, 05:58:21 AM »
Quote from: Cosmos;711361
Have you included the asm parts of the Frank Wille Quake version ?

No not yet but I might do it in the future if I can get it working
Life begins at 100 MIPS!


Nice Ports on AmiNet!