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Author Topic: The First Warp3D Based Amiga diskmag is born !  (Read 2788 times)


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Offline kas1eTopic starter

Re: The First Warp3D Based Amiga diskmag is born !
« Reply #14 from previous page: September 26, 2007, 07:49:04 AM »
@cass, yep, very possible that 4mb it's not enought. Becouse most pictures are 640x480x2 bytes, then :

1. logo - 614.400
2. main engine pict - 614.400
3. 4 sprites for menu (size 180x380x2) = 547.200
4. 2 sprite with menu buttons (256x64x2) = 65.536
5. 5 sprites for option (size 256x256x2) = 655.360
6. 2 big sprites for scene/codging corners (size 512x384x2) = 786.432
7. little sprites like: article's sprite, downpanenl buttons and so on.

In end we have, that only for full and smooth work of engine itself (without articles) need somethink  about 3.5mb of video memory.

IF you have 4 only, i assume you also have WB mode somethink kind of 640x480x16 minimum, or 1024x768 :) Then, after you run engine, you already fill all of your memory, and, for articles you have nothink. In this case articles loaded to the system ram, and it's of course very slowly.

What about aos3 b(c) vision, yep, i think it's only one which must be works for you. What about AHI, ahi mode only usable on 060, or maybe on 040, with 11khz. For slow cpu PAULA is only choice.

Where i can found you for little tests ?:)

Offline Cass

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Re: The First Warp3D Based Amiga diskmag is born !
« Reply #15 on: September 26, 2007, 07:02:30 PM »
Drop a message here, or you may find me on irc.
"If we don't got it, you don't want it!"

Offline yssing

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Re: The First Warp3D Based Amiga diskmag is born !
« Reply #16 on: September 28, 2007, 07:24:01 AM »
Very cool :)

I would really like to see the code, if that is possible... :)

Offline kas1eTopic starter

Re: The First Warp3D Based Amiga diskmag is born !
« Reply #17 on: September 28, 2007, 08:32:38 AM »
yssing, thanks. which config do you have btw?

What about code, code of course big lame-mess, in this fact i can't show it, but i think i will cleanup it a bit, and put on aminet after all, for avoid some day some hdd crash and loose all work. At this moment i can talk only about structure parts, if you interest:

Mag written on plain C with some parts of inline 68k asm (like memcpy functions) (in case with 68k vesion). Size of all sources (without data files) 450kb. Main source (mag.c) - 172kb of size and other 278k it's headers.

Into mag.c one big mess function GetInput(). Which catch buttons/mouse move/mouse pressing/unpressing and so on via IDCMP_RAWKEY.

Into headers mostly fucntions is for sprite loading to the buffers, and for uploading it to textures.
2 hard fucntion after all in headers, it's 'render text'. Becouse i get text from txt file, compare every letter by size, and draw it into texture. So here is texture calculateing, tons of memcpy, compares and and so on. And fucntion for plaing modules over ahi was pretty hard too for me, by Itix help me enought with it.

All of this i compile in end by VBCC, but, on testing stage all work is done by SASC, in fact of fast compilation if compare it witt VBCC.

For music i use ptplay.library by Itix, which is compiled by him for 68k/morphos, and the same library which recompiled by Fredrik Wikstorm for os4 (there is was some problems, and original one is crashes under latest updates, so it take some time to recompile and so on). For paula plaing - old ptreplay.library

If you in interest to know somethink else, we can talk about it of course.