Welcome, Guest. Please login or register.

Author Topic: testing 68k ports  (Read 5896 times)

Description:

0 Members and 1 Guest are viewing this topic.

Offline matthey

  • Hero Member
  • *****
  • Join Date: Aug 2007
  • Posts: 1294
    • Show all replies
Re: testing 68k ports
« on: November 08, 2010, 11:40:05 PM »
Quote from: AmigaMance;590373
This one started right away. I changed the screenmode to 640x480x16 fullscreen. At 8bit the game was much slower for some reason and it doesn't let you choose a lower resolution.
 I got about 3-4 fps maximum, which is pretty disappointing for such simple game. Perhaps you could compile them to use the aglxxxppc libraries and see how it goes. This will exclude 68k users, but i think that they are excluded eitherway.


I get 7 fps at 800x600x16PC with 68060@75MHz and Mediator+Voodoo4 (not any faster than Voodoo3). I do use tweeked/modified Warp3D files though. I guess I should release patches for those sometime. They give a modest speed boost but would only help 3-4 fps so much. What is your hardware setup?

Wawa's kuklomenos and mazemarathon should work on a fast Amiga. Much more is capable if compilers and programmers could optimize better on the 68k.
 

Offline matthey

  • Hero Member
  • *****
  • Join Date: Aug 2007
  • Posts: 1294
    • Show all replies
Re: testing 68k ports
« Reply #1 on: November 09, 2010, 02:21:28 AM »
Quote from: AmigaMance;590424
A1200, BPPC 603/180 68040/25, BVision. Your CPU is so much faster than mine. I'm surpised that you only get 4 extra fps. I say release the patches and let anyone use them at his own risk. :)


I get something like 10-12 fps when I reduce the window size to approximately 640x480. The game is playable but a bit sluggish at this frame rate. With a little optimizing and tweaking by wawa, this game could become playable on high end 68k systems. I don't think a 68040@25MHz is going to cut it though :(. You might need a PPC version.