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Author Topic: AmiQuake 2 - new 68k Quake 2 Port  (Read 25954 times)

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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« on: February 04, 2013, 11:51:26 PM »
Cool stuff.

I got Quake3 running on my A1200, but alas not on AGA ;)
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #1 on: February 05, 2013, 09:19:06 PM »
Quote from: ChaosLord;725383
He cheated and used a PC gfx card :D


That's not true, the card I used was designed by Phase5 specifically for the Amiga A1200 and doesn't fit in any PC I've seen :-P

Even the chip that's on it supports proper big-endian 32-bit ARGB pixel modes, none of this horrid 32-bit ABGR filth.

However, it is a cheat because it's not running on the 68K, nor on OS3.x and is totally dependent on the graphics card to do the polygon rasterizing.

[youtube]UcuNR3yyIo4[/youtube]
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #2 on: February 05, 2013, 10:11:08 PM »
Quote from: XDelusion;725470
Uhhmmmmm...

What hardware is that running on?


The worst hardware you could possibly want to run it on from the point of view of what it was originally developed for ;)

My A1200+BPPC+BVision
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #3 on: February 05, 2013, 11:40:55 PM »
Quote from: XDelusion;725485
You should feel ashamed, and ban yourself! :)


Tried, it doesn't work.
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #4 on: February 06, 2013, 12:10:18 AM »
@NovaCoder

Have you ever investigated those RGB -> HAM C2P routines that are on aminet? Some of them are probably copyspeed on the speed of 060 you are using. At some stage in the rendering code, after the shadowmap is blended with the texture colour, the engine probably has to convert an RGB value back to a palette entry. Clickboom's Quake port had a 16-bit mode in RTG, it would be very cool to see something like that in AGA.
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #5 on: April 02, 2013, 11:08:22 PM »
@Novacoder

I realise it's an AGA port, but is there any RTG compatibility in your version?
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #6 on: April 03, 2013, 01:00:07 AM »
Quote from: NovaCoder;731036
Nope, no RTG support currently.   A few people have asked about it and although it would be easy enough to add there really isn't much point.  It won't make hardly any difference to speed as all it would be doing is skipping the C2P (which doesn't take much processing time at 320x240).


Not all RTG systems are the same. I can push around 15-18MiB/s on mine using move16 with an 040 @25MHz. That's significantly faster than AGA copy speed, for example.

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If you have an RTG card then you can just use Hyperion's port instead.


Don't confuse RTG with hardware 3D, which AFAIK is required for said version.

There are probably quite a few people with fast RTG/68K systems that don't have native AGA displays hooked up.
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #7 on: April 15, 2013, 10:20:57 PM »
Speaking of awesome quake2 ports, check this one out
[youtube]-eG2ufixgF4[/youtube]
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #8 on: April 21, 2013, 02:49:08 PM »
Quote from: NovaCoder;732460
Hiya,

Ok v1.06 released to AmiNet, this will probably be the last version as there is nothing else I want to do with it and can't get it any faster.


Great, time to release the source code then :-D

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I also did a quick RTG hack if anyone wants it -> RTG hack


I'm totally up for playing around with a CyberGraphX / Picasso96 implementation.
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Offline Karlos

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Re: AmiQuake 2 - new 68k Quake 2 Port
« Reply #9 on: May 06, 2013, 09:41:25 AM »
Quote from: Crumb;733881
Without the protection of my avatar moobunny's demons could enter amiga.org. It also keeps away disguised osx/linux users who claim to be amiga users (signing posts on an amiga forum claiming to use osx/linux is offensive!) ;-)


It isn't very effective then, I guess. I mean, I've been using Linux (or rather GNU/Linux to be preceise) for many years ;)

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@Novacoder

do you think there's room to introduce more fixed point math?


IIRC, at least on the 68060, the floating point unit is already faster for a lot of common arithmetic operations than fixed point would be, especially for multiplication which 3D transformation naturally uses a lot.
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