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Amiga computer related discussion => Amiga Gaming => Topic started by: NovaCoder on December 30, 2013, 11:05:26 PM

Title: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on December 30, 2013, 11:05:26 PM
I'm currently hacking together a 68k SDL port using the extremely talented Fabien Sanglard's update of the original DOS port called Chocolate Duke (http://fabiensanglard.net/duke3d/chocolate_duke_nukem_3D.php)

First public (and very buggy) BETA is in the Zone over on EAB, still lots of work to do to get this running properly on real Classic machines (060 AGA & 040 RTG targets, 030 would be too slow to bother with).

I don't normally release BETA's this early in development but thought some people might like to follow the project as I fix things up and improve the speed (hopefully).

This is just a part time hobby project for me so don't expect it to be finished anytime soon.

EAB AmiDuke Project page (http://eab.abime.net/showthread.php?t=70879)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: vince_6 on December 31, 2013, 12:48:14 PM
You will do great job as always, I don't have an 060 only 030 50, 040,25(PPC)
but I like to test them on my specs :-)
Happy new year (in a few hours)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on December 31, 2013, 01:40:15 PM
Quote from: vince_6;755825
You will do great job as always, I don't have an 060 only 030 50, 040,25(PPC)
but I like to test them on my specs :-)
Happy new year (in a few hours)


Thanks, and happy New Year to you too :)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on January 03, 2014, 03:24:59 AM
Still lots of work to do....


[youtube]Bux9_FlUC9o[/youtube]
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: XDelusion on January 03, 2014, 03:56:03 AM
Crack Monkey my dear Watson, Crack Monkey!

Man when I get my 1200's up and running again (stable like), I'm going to be busy busy busy with all your recent releases, ESPECIALLY ZDOOM!
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: B00tDisk on January 03, 2014, 06:22:06 AM
I say we start a kickstarter to buy Novacoder one of those composite-to-usb recording dongles so we can actually see the game being played instead of like we're standing across the room from his Amiga ;)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Oldsmobile_Mike on January 03, 2014, 10:48:02 AM
Quote from: B00tDisk;756096
I say we start a kickstarter to buy Novacoder one of those composite-to-usb recording dongles so we can actually see the game being played instead of like we're standing across the room from his Amiga ;)

Haha, I thought he was recording them like this on purpose, so people could see it was being played on a real Amiga?  ;)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on January 03, 2014, 11:16:15 AM
Quote from: Oldsmobile_Mike;756111
Haha, I thought he was recording them like this on purpose, so people could see it was being played on a real Amiga?  ;)


Shush, don't tell people that it's actually running on my Micro PC.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: lionstorm on January 03, 2014, 10:32:08 PM
multiplayer support please ;-)
I know you removed this part from your other ports but multiplayer (coop) is also part of the fun in these FPS !
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: haywirepc on January 03, 2014, 11:19:12 PM
I say we start a kickstarter to buy Novacoder one of those composite-to-usb recording dongles so we can actually see the game being played instead of like we're standing across the room from his Amiga...

I kinda like that, makes me feel like I'm there. :)

More great work from novacoder, my amiga porting hero!

But I'd contribute for this if anyone wants to take up a collection for him.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on January 09, 2014, 12:49:42 PM
Quote from: lionstorm;756207
multiplayer support please ;-)
I know you removed this part from your other ports but multiplayer (coop) is also part of the fun in these FPS !


Sorry but adding multiplayer support is a lot of effort and will hardly be used by anyone anyway.

Project update:

1) Fixed the mouse look issues
2) Fixed the menu animation issues
3) Small performance increases

I've discovered that this build isn't 'endian clean', this is a pain and explains some of the issues that I'm having.  I've got the old Amiga 68k source code so I'm doing a comparison to find out what I need to update.

Biggest problem I'm currently having is screen corruption when running full screen, not sure what's causing it but it's starting to piss me off.


I also got a bit distracted by Odamex ;)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: utri007 on January 09, 2014, 01:48:05 PM
Atari 68k version might be helpfull? http://mikro.naprvyraz.sk/download.htm

At least text gives picture that it could be better optimized.

Not that you don't need free look with nuke 3d, if enemy is up / down and thats why not a visible it is still a possible shoot them just pointing right direction.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on January 10, 2014, 12:15:38 AM
Quote from: utri007;756677
Atari 68k version might be helpfull? http://mikro.naprvyraz.sk/download.htm

At least text gives picture that it could be better optimized.


Yes thanks, I have that source :)

This port is proving a bit tricky, hopefully I can fix up these problems and get it working properly.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on January 20, 2014, 01:01:12 PM
Slowly getting there, another couple of weeks and we should be done (I hope!)


[youtube]8anxQ8TeNgw[/youtube]
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: dante_oxyron on March 05, 2014, 03:53:18 PM
Fascinating. I also started with some work on duke3d, based on a merged version of my amiga port back from 2003 and the last update from icculus. at least i don't have any endian issues, because i had removed them already back in 2003.... was the most work, took me weeks as far i remember.
netherless, wish you all the best for your port, and if your port is really playable on AGA, than i can stop working on it... ;)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 05, 2014, 08:47:30 PM
Quote from: dante_oxyron;760233
Fascinating. I also started with some work on duke3d, based on a merged version of my amiga port back from 2003 and the last update from icculus. at least i don't have any endian issues, because i had removed them already back in 2003.... was the most work, took me weeks as far i remember.
netherless, wish you all the best for your port, and if your port is really playable on AGA, than i can stop working on it... ;)


Hiya,

Thanks :)

Yes it's very playable in AGA on my 1260, not as fast as DOOM but it's much faster than the old 68k Duke port.

There's one silly bug that I need to fix before I can send it off to get BETA tested, just got to try and find the time to fix it.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: fishy_fiz on March 06, 2014, 03:57:18 PM
Weird how the old Duke port cops flak for being slow. Its hardly lightning speed, but quite playable when configured properly. Its faster than things like Zdoom, but slower than Adoom/Doomattack, etc.

On my a1200+'040 (using aga) I get between 7 and 15 fps, depending on the scene (based on dnrate values).
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: dante_oxyron on March 06, 2014, 04:10:48 PM
Quote from: fishy_fiz;760270
Weird how the old Duke port cops flak for being slow. Its hardly lightning speed, but quite playable when configured properly. Its faster than things like Zdoom, but slower than Adoom/Doomattack, etc.

On my a1200+'040 (using aga) I get between 7 and 15 fps, depending on the scene (based on dnrate values).


Yeah, thats one thing  i'm working on. I didn't care much about AGA back in 2003, but now i've found some time and interest to redo my old port... and guess what, first thing i did is optimizing the screen refresh. And it works, the actual version is already faster than the old one.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Methuselas on March 06, 2014, 05:10:33 PM
Quote from: dante_oxyron;760271
Yeah, thats one thing  i'm working on. I didn't care much about AGA back in 2003, but now i've found some time and interest to redo my old port... and guess what, first thing i did is optimizing the screen refresh. And it works, the actual version is already faster than the old one.


Dante, are you the one that sent me that quick and dirty port, I ended up hacking to use the shareware version of Duke, so people could play it and not have Atomic? :) I still have it (I think?).

Man, you made me waste many an hour on Amithlon with that...... :D
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: dante_oxyron on March 06, 2014, 05:34:53 PM
Quote from: Methuselas;760275
Dante, are you the one that sent me that quick and dirty port, I ended up hacking to use the shareware version of Duke, so people could play it and not have Atomic? :) I still have it (I think?).

Man, you made me waste many an hour on Amithlon with that...... :D


I never did anything for amithlon, i never had this system, sorry. maybe someone else recompiled my port of duke for it? dunno, sorry.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: fishy_fiz on March 06, 2014, 09:19:49 PM
Amithlon runs 68k exes, and your port is crazy fast on it :)
At low res (custom p96 256*192) I get roughly 1000 fps on my amithlon box :)
Weirdly up to 320fps it calculates and shows normal rates, but beyond that it just shows the closest multiple of 320. The rate at aforementioned res alternates between 960 and 1280fps.
Granted this is overkill and I run it at 2048*1536, but it was fun testing framerates at assorted resolutions :)

For those unaware, and interested simply type, "dnrate" during the game to have framerate shown in top left corner of the screen.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: XDelusion on March 07, 2014, 03:32:24 AM
Quote from: fishy_fiz;760288
Amithlon runs 68k exes, and your port is crazy fast on it :)
At low res (custom p96 256*192) I get roughly 1000 fps on my amithlon box :)
Weirdly up to 320fps it calculates and shows normal rates, but beyond that it just shows the closest multiple of 320. The rate at aforementioned res alternates between 960 and 1280fps.
Granted this is overkill and I run it at 2048*1536, but it was fun testing framerates at assorted resolutions :)

For those unaware, and interested simply type, "dnrate" during the game to have framerate shown in top left corner of the screen.


Well now that is interesting. I need to go back and spend more time with my Amithlon box again.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 24, 2014, 10:01:29 PM
There are some silly little bugs still but I don't have time to fix them.  It looks like it's completable so I'll probably release it soon.

The port still isn't fully optimized, just don't have the time to add the assembler routines these days :(


[youtube]-kFjGOH4sL0[/youtube]
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: jj on March 24, 2014, 10:56:41 PM
awesome work.  And awesome track :)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 25, 2014, 12:58:18 AM
Quote from: JJ;761217
awesome work.  And awesome track :)


Thanx :)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: AmigaClassicRule on March 25, 2014, 02:46:53 AM
Quote from: NovaCoder;761221
Thanx :)


You still have not answered the question if you are porting exult to exult aga yet?
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 25, 2014, 02:59:26 AM
Quote from: AmigaClassicRule;761226
You still have not answered the question if you are porting exult to exult aga yet?


Yep I already have ported it ages ago, it's on my HD at home ;)

I can't release it yet, way too buggy and slow.    Hopefully I'll get the time to fix it up and release it one day.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: AmigaClassicRule on March 25, 2014, 03:11:56 AM
Quote from: NovaCoder;761227
Yep I already have ported it ages ago, it's on my HD at home ;)

I can't release it yet, way too buggy and slow.    Hopefully I'll get the time to fix it up and release it one day.


That is good to hear :) I have one final question to ask you however. You said all these ports require a 060 @ 80 Mhz at least with AGA and PAL only. I have an A4000D myself with a 040 @ 25 Mhz...can I just use RTG card instead and be able to run all your ports easily?

One final question. Is it cheaper to use an RTG card over buying an accelerator card that is 060 @ 80 Mhz and would the performance be the same if I use an RTG card on a 040 @ 25 verses a 060 @ 80 Mhz on AGA?

AH! Yes one final question. I have a lots of Amiga games and AmiBlitz3 and all that require AGA only.....can I play a game trick...where I buy a TV card, install an RTG card...hook the RGB port from AGA into the TV card in my Amiga 4000D and install the VGA cable from the RTG card into the monitor and thus allows me to play AGA games and use RTG features into a normal monitor?

I thought someone did that before but I just want to confirm it.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 25, 2014, 04:09:08 AM
Quote from: AmigaClassicRule;761228
That is good to hear :) I have one final question to ask you however. You said all these ports require a 060 @ 80 Mhz at least with AGA and PAL only. I have an A4000D myself with a 040 @ 25 Mhz...can I just use RTG card instead and be able to run all your ports easily?

One final question. Is it cheaper to use an RTG card over buying an accelerator card that is 060 @ 80 Mhz and would the performance be the same if I use an RTG card on a 040 @ 25 verses a 060 @ 80 Mhz on AGA?


Hiya,

No Duke won't require an 80Mhz 060, it should still be playable on a slower 060 in AGA.  I've found that RTG doesn't actually give you much of a speed boost over AGA at these low resolutions (this is to do with the Amiga hardware design).

I'll probably do an 060 AGA build and an 040 RTG build.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: dante_oxyron on March 25, 2014, 10:09:34 AM
Have you tried to build your port with different target cpu options?  On my A4000 with 68060 my port of duke3d is running (at least a little bit) faster if build with -m68030 -m68882 instead of -m68060. It seems the emulation of the missing opcodes through a patcher (i'm still using oxypatcher, but others should work well too) is slightly faster than whatever gcc tries to do....
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Robert17 on March 25, 2014, 06:11:39 PM
RTG Port would be brilliant,

Would like to try it on my A2000/060 :-D

Robert.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: fishy_fiz on March 25, 2014, 09:02:10 PM
RTG Duke3d has been around for about a decade. Configured properly it should give you 20ish fps on your '060+rtg setup. Is a little faster than novacoders version too
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 25, 2014, 10:34:40 PM
Quote from: dante_oxyron;761237
Have you tried to build your port with different target cpu options?  On my A4000 with 68060 my port of duke3d is running (at least a little bit) faster if build with -m68030 -m68882 instead of -m68060. It seems the emulation of the missing opcodes through a patcher (i'm still using oxypatcher, but others should work well too) is slightly faster than whatever gcc tries to do....


Thanks for the tip, I'll give it a go :)
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: stefcep2 on March 26, 2014, 01:12:04 AM
Quote from: fishy_fiz;761250
RTG Duke3d has been around for about a decade. Configured properly it should give you 20ish fps on your '060+rtg setup. Is a little faster than novacoders version too


tried it last night on my CSII 68060 with CV64 with Duke Atomic and it kept complaining about  not finding the duke3d.grp file , even though it was there and in the same drawer.  It was a Mac version of Duke though.

It ran quite well in Shapeshifter though.

What FLEW was the Marathon series-made my wonder why Alien Breed 2  3D is so slow.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: dante_oxyron on March 26, 2014, 09:27:33 AM
Quote from: stefcep2;761254
tried it last night on my CSII 68060 with CV64 with Duke Atomic and it kept complaining about  not finding the duke3d.grp file , even though it was there and in the same drawer.  It was a Mac version of Duke though.

It ran quite well in Shapeshifter though.


Like i mentioned in the readme back in 2003: you need the data from the Atomic Edition v1.4, nothing else works.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Lurch on March 29, 2014, 12:11:13 AM
Have the old RTG version working great, very smooth. Took some tweaking but glad I did, Mp3's playing in the background, Duke wise cracking good fun.

A lot can be said about an 060. Just wish there was a miniGL version like Quake. Blitzquake makes the Amiga really shine.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 29, 2014, 11:26:00 PM
AGA version is not too bad either, looks playable.


[youtube]QuNstbpy2ms[/youtube]
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Lurch on March 30, 2014, 09:33:52 AM
A work of art as always Nova, would love to give it a go :-)  Also enjoy playing your Quake2 port, runs really well. Will you be looking at adding RTG or warp3d/minigl to Quake2?
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on March 31, 2014, 12:55:39 AM
Quote from: Lurch;761541
A work of art as always Nova, would love to give it a go :-)  Also enjoy playing your Quake2 port, runs really well. Will you be looking at adding RTG or warp3d/minigl to Quake2?

Thanks mate :)

I normally just code things that target AGA & 060 because that's what I run myself ;)

Sometimes I'll add RTG support if it makes sense and I can be bothered but I don't know anything about warp3d/minigl.    The Hyperion port supports graphics cards so that would be a better idea for RTG users.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Lurch on March 31, 2014, 06:16:04 AM
Quote from: NovaCoder;761585
I normally just code things that target AGA & 060 because that's what I run myself ;)

Sometimes I'll add RTG support if it makes sense and I can be bothered but I don't know anything about warp3d/minigl.    The Hyperion port supports graphics cards so that would be a better idea for RTG users.

Looked at that but I think the asking price was 30 euros :-/ Might put up a wanted add for a copy.

Still can't get over how smooth the AGA version is. There were some Atari forums posts that are interesting. Down with Atari :-P

http://www.atari-forum.com/viewtopic.php?f=26&t=24891

Keep up the good work, it's certainly making my 060 purchase a worthwhile. Your card is still going strong, I've added the extra SIMM socket though. 64MB makes more sense.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: wawrzon on March 31, 2014, 07:58:57 AM
@nova
if there is some opengl engine then one could link it against storm mesa, which in turn relies on w3d, rather than rebuilding it completely to fit with odd system which is w3d itself. that said i dont think its priority, supporting the lowest common denominator like you do is exactly what should be done. that said what about the release of grafx2 together with artur? months ago when i tested it on my a4000 it was working almost perfectly, only the resolution requester wasnt showing the correct numbers.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Lurch on March 31, 2014, 07:03:49 PM
Quote from: wawrzon;761605
@nova
that said i dont think its priority, supporting the lowest common denominator like you do is exactly what should be done.


Common denominator is a 060? Anyway I think the way forward is to support higher end systems.

Hardware acceleration via a Voodoo card (and if Elbox release newer drivers via ATI) is amazing, it's like AGA and then going RTG. Night and day.

I would think more developers would come on board. I know I would be interested in purchasing new games.
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on October 01, 2015, 03:34:25 PM
I just found this unreleased port of mine that I did a couple of years ago so I've uploaded it to AmiNet....only had time for minimal testing but it seems to work OK.

[youtube]Mef6qbN1B3Y[/youtube]
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: BozzerBigD on October 01, 2015, 11:32:44 PM
Great! Where's the download? You just uploaded a Youtube video and a link to an Amiga Board! We'd like to try it please!
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: NovaCoder on October 02, 2015, 12:51:24 AM
Quote from: BozzerBigD;796718
Great! Where's the download? You just uploaded a Youtube video and a link to an Amiga Board! We'd like to try it please!


All my work is on Aminet (well everything I've released is anyway).   It will probably take the AmiNet server a day or two to make it available
Title: Re: New 68k Duke Nukem Project (AGA/RTG)
Post by: Oldsmobile_Mike on October 02, 2015, 01:26:14 AM
That looks great!  Excellent work, as always.  :D