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Author Topic: Duke Nukem 3D for amiga  (Read 24965 times)

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Offline NovaCoder

Re: Duke Nukem 3D for amiga
« on: June 07, 2011, 04:06:25 AM »
Quote from: utri007;643044
Could somebody please check those atari sources? IF it is well done, it could be really easy task, at least sings are good 1st C 2nd Already 68k


Cool thanks for that link, Duke is one of the projects that I'm working on in my spare time.

I want to do an updated AGA port to see if we can get some more speed out of it, if all goes well I'll also add Graffiti support one day.

I'm not promising anything at this stage as I've only just started looking into a possible AGA port from the original PC source code.
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Offline NovaCoder

Re: Duke Nukem 3D for amiga
« Reply #1 on: June 10, 2011, 12:56:08 AM »
Quote from: utri007;643803
Has anyone checked those atari sources? Are they useable?????

Is there any point to advertise them? Mean are they C, commented well, etc.

As I have understand, original sources was quite difficult, how big difference is to atari sources?


Hiya,

Yep I've had a look, should be helpful to me for my AGA port.   Most of the assembler stuff will have to be updated but it should still help me.  I'll have to do a compare to the original PC source code to see what they've changed.
Life begins at 100 MIPS!


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Offline NovaCoder

Re: Duke Nukem 3D for amiga
« Reply #2 on: June 10, 2011, 01:05:33 AM »
Quote from: Cammy;643795
We really do need a new, native port of Duke3D that can run in low resolutions. I wonder if, and hope there's a way to use the MMU to redraw the areas of the screen that have changed in the C2P, the way Shapeshifter does it. Playing games in Shapeshifter with the MuEVD driver is so fast, even in 640x400/480 I get full speed from games like Indiana Jones & The Fate of Atlantis, with speach and full 256 colours. I'll bet that Atari source code has some good optimisations in it, but the C2P routine would totally need to be rewritten for the Amiga I guess, which is why I hope a MMU will help since the game will only run on faster machines which generally have MMUs anyway.


Using the MMU (040/060) during C2P is not a problem but it's not actually meant to be a very good way of doing it from what I've read in developer forums.   I'm surprised that you get such good performance from using Shapeshifter as it is emulating a Mac and running in 640x480 8 bit using AGA.   In my C2P tests AGA runs like a dead-dog in 640x480 8 bit so I'm not sure how Shapeshifter does it, maybe using the MMU to redraw only part of the screen is the answer for doing fast 640x480.  I'll have to do some tests and see what kind of performance I can get out of C2P in AGA using the MMU to do partial updates.

Quote from: Crumb;643841
@Cammy

I think the problem with both Wolf3D and Duke Nukem was not c2p at all, it was slower than Mac version even if you used RTG.

The c2p+MMU*code can be taken from ADoom although IIRC that MMU code only worked with 040/060 (I may be wrong). I think Duke Nukem required FPU but I can't remember, perhaps it's possible to use integers in some parts to speed it up.

A proper AGA port would use demoscene techniques like killing the OS, transfering data to chipram between copper interruption of screen drawn and vblank and it would perform number crunching while c2p is being done :-)


Hiya,

It looks like Duke Nukem does use the FPU which would explain why it it would be slow slow on anything but an 060.   Swapping to fixed-point maths would obviously help but I guess it would still be way too much for an 030 (the original requirements are for a 486DX2/66!).  

Yes the Doom MMU routines are for 040/060 only.

I like developing WB friendly games, bypassing the OS is not the way it's done these days ;)
« Last Edit: June 10, 2011, 01:14:49 AM by NovaCoder »
Life begins at 100 MIPS!


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Offline NovaCoder

Re: Duke Nukem 3D for amiga
« Reply #3 on: September 24, 2013, 01:21:31 AM »
Quote from: NovaCoder;643130
Cool thanks for that link, Duke is one of the projects that I'm working on in my spare time.

I want to do an updated AGA port to see if we can get some more speed out of it, if all goes well I'll also add Graffiti support one day.

I'm not promising anything at this stage as I've only just started looking into a possible AGA port from the original PC source code.


[youtube]652rs12iSm8[/youtube]

Lots of work to do but at least it's running, only took me a few years :)
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline NovaCoder

Re: Duke Nukem 3D for amiga
« Reply #4 on: September 24, 2013, 06:58:52 AM »
Quote from: Methuselas;748689
I hacked the original Duke3D port to work with the original files, when it was first released. Only thing it did was hound you for missing wav files that weren't present pre-Atomic. Even created a shareware version, so people could play it. (I remember everyone complaining, 'cos I left the PC files in the archive, but at the time, I didn't want to violate the EULA of 3D Realms) Pretty sure I still have it.


Cool :)

I've never played the existing 68k Duke but I heard it was a bit buggy, hopefully my new port will be more stable (it's based on 'Chocolate Duke' and uses the SDL).
Life begins at 100 MIPS!


Nice Ports on AmiNet!
 

Offline NovaCoder

Re: Duke Nukem 3D for amiga
« Reply #5 on: September 24, 2013, 11:27:13 AM »
Quote from: utri007;748696
Novacoder : Why SDL? I belivce that you still need to do own 3D routines to it, so SDL part will be quite "tiny"?

Because I'm using an SDL port :)

The original Duke Nukem DOS source code is horrible, the SDL port that I'm using has been cleaned up.    It only took me about 4 days work to get the SDL port running on my A1200, if I'd used the DOS source code (or the Atari source code) it would have taken me about 100 years!

Don't worry about the performance impact of using my AGA SDL, won't make much difference to the frame rate.
Life begins at 100 MIPS!


Nice Ports on AmiNet!