@utri007
>SDLquake allows with aga only choose PAL/NTSC, and NTSC is choosed, otherwise I've >choosed CGX screen 320x200 8bit
i dont understand you, sdlquake work not with AGA and default in 640*480.
if you mean clickboom quake and AGA ntsc is 320*200 and pal setting is 320*240.
when you choose ntsc setting, the width is not really 320.it is 266 Pixels.so there is some black gap on side.
its because quake is a 4:3 aspect ratio Game.this mean 200/3*4=266 width.
so its of course faster as in PAL in NTSC.
but you not find any SDL game that run in 266*200 Pixels.
266*200 53200 Pixels the computer need calculate and transfer to GFX Card.
320*240 =76800 Pixels.
640*480 are 307200 Pixels.
this mean 307200/53200 = 5.7
So a computer that play the game at same framerate at 640*480 need 5.7* faster as a computer that play the game at 266*200
quake is because of opengl able to run on all resolution because it use 3d and scaling.but you see quake graphic is more ugly as a amiga game for 320*200
2D games are written for a fixed resolution, so you have lots work to do all graphic for lower resolution.
>For me is important to have actual hardware, tune it to limits
then tell me a reason wy somebody should spend alot of time to get software on your slow amigas working ?
another solution is, you learn programming and spend the time to do it yourself.wy do you not do this.It is not so hard.only you need lots time.if you have no time for this, wy other should have time for this ?
I like too when all this modern software can run on a A500, but i know its just impossible to run it in same quality as on a faster system.Time is short, life is short, there can lots more and more intresting do, as make software running on a slow system
In the early amiga days no computer was able to run games as good amiga can do.so all must live with the 320*240 quality.but when today can play the same game in 640*480 16 bit or more, wy should play it in 266*200 in AGA ?
20-25 fps is too slow for Quake? I think it's pretty playable. Putting the textures on the 3D gfx card avoids most of the gfx bus bottleneck. This can
be used for bitmaps in 2D also as kas1e did with the Vague mags where the graphics are fast and crisp. SDL could do this transparently for 2D also so users with a 3D card get a fast and pretty display while users without get slow and ugly
. There is plenty more room for speedups in W3D too. I would be more motivated to optimize if there were more programs using W3D.
Yes. I used the version of SDLQuake you linked. It didn't seem to use StormMesa->Warp3D even when I selected 640x480 16 bit PC. It was slow and ugly (like 8 bit). Shouldn't it use StormMesa->Warp3D automatically if the version of SDL linked is new enough, SDL 3D is used, and the screen mode supports hardware acceleration?
Also, Why hasn't the SDL library as an Amiga shared library caught on? It doesn't make much difference for games but there is a huge advantage to share code when it's used in utilities (e.g. a web browser) as a gui.
sdlquake use no 3D.only software render.
Normaly need link with a libsdl that open not stormesa when a program not use SDL GL.but i have compile the version only for my tests.see the date, its some years old.
I only want see if SDL is fast now.and it is fast, speed is near same as quake68k.how fast clickboom quake is and if it have some optimized 68k asm routines i dont know.sdlquake have of course no asm code.
If you have time and knowledge to do a amiga shared library for sdl you are welcome to do that.Problem is SDL have more than 300 calls to opengl.thats alot of work
the old shared SDL do not support opengl.so there need new lib files and stubs create for GCC.
sdl is not big, only around 70 kb.that the files are larger is because i release all libs with debugging symbols.if somebody really want save some kb, he can strip the exe with the strip command.
>20-25 fps is too slow for Quake? I think it's pretty playable.
this i think too good playble.
But i dont think if you notice a diffrence when you not measure it, when quake run a few frames faster.for example 24 instead of 21 fps.