Welcome, Guest. Please login or register.

Author Topic: What is the real power of Akiko chip in cd32 ?  (Read 59784 times)

Description:

0 Members and 2 Guests are viewing this topic.

Offline commodorejohn

  • Hero Member
  • *****
  • Join Date: Mar 2010
  • Posts: 3165
    • Show all replies
    • http://www.commodorejohn.com
Re: What is the real power of Akiko chip in cd32 ?
« on: October 30, 2011, 04:34:29 AM »
Well, if matthey is right and this is just a straight recompile from source, it's understandable that it wouldn't run all that great (though it depends on what compiler is used.) What I'm a little surprised at is that nobody's done a 68k-optimized version yet...
Computers: Amiga 1200, DEC VAXStation 4000/60, DEC MicroPDP-11/73
Synthesizers: Roland JX-10/MT-32/D-10, Oberheim Matrix-6, Yamaha DX7/FB-01, Korg MS-20 Mini, Ensoniq Mirage/SQ-80, Sequential Circuits Prophet-600, Hohner String Performer

"\'Legacy code\' often differs from its suggested alternative by actually working and scaling." - Bjarne Stroustrup
 

Offline commodorejohn

  • Hero Member
  • *****
  • Join Date: Mar 2010
  • Posts: 3165
    • Show all replies
    • http://www.commodorejohn.com
Re: What is the real power of Akiko chip in cd32 ?
« Reply #1 on: October 30, 2011, 03:10:53 PM »
Quote from: Karlos;665804
Doom uses a fairly simple (and efficient) 2D BSP and optimised column and span texturing routines for walls and floors and a sprite routine for objects, each of which has been pretty well-tuned.
Just curious, you make it sound like Doom has separate rendering code for sprites? I guess I'd kinda figured it'd just reuse the column routine, since that's capable of transparency anyway.
Computers: Amiga 1200, DEC VAXStation 4000/60, DEC MicroPDP-11/73
Synthesizers: Roland JX-10/MT-32/D-10, Oberheim Matrix-6, Yamaha DX7/FB-01, Korg MS-20 Mini, Ensoniq Mirage/SQ-80, Sequential Circuits Prophet-600, Hohner String Performer

"\'Legacy code\' often differs from its suggested alternative by actually working and scaling." - Bjarne Stroustrup
 

Offline commodorejohn

  • Hero Member
  • *****
  • Join Date: Mar 2010
  • Posts: 3165
    • Show all replies
    • http://www.commodorejohn.com
Re: What is the real power of Akiko chip in cd32 ?
« Reply #2 on: October 30, 2011, 05:10:35 PM »
Quote from: Karlos;665828
It might do, but sprites are a special case as they are always "face on" and thus don't require anything beyond scaling - certainly not the recalculation of scale per column that walls do. It would seem an obvious case where an optimisation could be made.
Oh. Thought you were talking about the column renderer specifically.

Though I suppose it might help to have a separate column renderer for sprites and walls with transparency in their textures, only I don't know if Doom marks those specially or not.
Computers: Amiga 1200, DEC VAXStation 4000/60, DEC MicroPDP-11/73
Synthesizers: Roland JX-10/MT-32/D-10, Oberheim Matrix-6, Yamaha DX7/FB-01, Korg MS-20 Mini, Ensoniq Mirage/SQ-80, Sequential Circuits Prophet-600, Hohner String Performer

"\'Legacy code\' often differs from its suggested alternative by actually working and scaling." - Bjarne Stroustrup