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Offline yssing

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Re: testing 68k ports
« Reply #14 on: November 08, 2010, 02:59:20 AM »
50mhz blizzard 1260 I can run some mesa based games/programs, but not very fast.
 

Offline AmigaMance

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Re: testing 68k ports
« Reply #15 on: November 08, 2010, 03:47:06 PM »
How long do they take to initiate? I've tried blockout2 and foobillard. I was left with an empty window and 100% CPU usage. In blockout2 i was able to issue a break to stop it. In foobillard everything froze except of the mouse pointer and i needed to reboot.
A1200 PPC user.
 

Offline hardlink

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Re: testing 68k ports
« Reply #16 on: November 08, 2010, 04:07:21 PM »
Quote from: yssing;590236
50mhz blizzard 1260 I can run some mesa based games/programs, but not very fast.


The ironic (I think that's the right word) thing is, as the documentation states even now, Mesa was developed on the Amiga, for the Amiga, by Brian Paul to implement SGI OpenGL, before there were 060 accelerators even available. Sort of the story of Vim, but graphical.
 

Offline wawrzonTopic starter

Re: testing 68k ports
« Reply #17 on: November 08, 2010, 04:24:24 PM »
Quote from: AmigaMance;590320
How long do they take to initiate? I've tried blockout2 and foobillard. I was left with an empty window and 100% CPU usage. In blockout2 i was able to issue a break to stop it. In foobillard everything froze except of the mouse pointer and i needed to reboot.


i dont know. ive not been able to test them on a real hw yet. usually this might be that the loading takes quite long. in some cases unbearably long. i had no hope in foo, but it did look like blockout could work. well it seems it is too demanding as well. please try kuklomenos, this should at least work.
 

Offline woof

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Re: testing 68k ports
« Reply #18 on: November 08, 2010, 05:35:27 PM »
Hello Wawa

Just some tips for the testers:
to run StormMesa apps you need in LIBS:
agl.library
agle.library
aglsmap.library
aglu.library
aglut.library

from
http://aminet.net/util/libs/StormMesa_Libs68K.lha

Perhaps replacing agl.library with this one can help (or not...) for some 3d cards
http://aminet.net/package/util/libs/StormMesa2010

There is this program that can serve to test if StormMesa works on a 68k configuration
http://aminet.net/dev/src/StarShip.lha

Perhaps you should join the needed libraries to your tests-programs

Alain Thellier
 

Offline apj

Re: testing 68k ports
« Reply #19 on: November 08, 2010, 07:43:50 PM »
Quote from: utri007;590177
66mzh 060, but no 3d

´Never seen useable SDL application for 68k amigas. I know there is many of them but using/playing them is painfull experience


Two last SDL games I ported on my site http://artishq.wordpress.com/
have got lores versions of which I was reported to be playable on your config.

Offline AmigaMance

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Re: testing 68k ports
« Reply #20 on: November 08, 2010, 07:46:34 PM »
Quote from: wawrzon;590328
i dont know. ive not been able to test them on a real hw yet. usually this might be that the loading takes quite long. in some cases unbearably long. i had no hope in foo, but it did look like blockout could work. well it seems it is too demanding as well. please try kuklomenos, this should at least work.

 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.
« Last Edit: November 08, 2010, 07:49:07 PM by AmigaMance »
A1200 PPC user.
 

Offline Vulture

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Re: testing 68k ports
« Reply #21 on: November 08, 2010, 08:06:53 PM »
@wawrzon

I'll give them a go too :) thx for your work!
 

Offline Khephren

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Re: testing 68k ports
« Reply #22 on: November 08, 2010, 08:45:05 PM »
It's good that your getting your hands dirty porting some games :)
But perhaps it would be more use porting older open source stuff, rather than stuff only a few people can run?
Full marks for actually getting some stuff ported over though.
 

Offline wawrzonTopic starter

Re: testing 68k ports
« Reply #23 on: November 08, 2010, 08:54:40 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.


just one hint more: you have to run opengl games on voodoo in 16bit screendepth. thats the only hw accelerated depth. 8bit and 32bit not to speak of 24bit is handeled in software.

what concerns this particular game its good that it starts right away. thats mostly because it doesnt need to load all the graphics. you can switch on snoopdos to see what others are doing on start.

if there is much difference in speed when you resize the window it indicates that something is still handled by software from what i know. iirc voodoo has no line acceleration, what makes this type of graphics paradoxically slower. but then there is some trick used, maybe matthey or alain can tell more about it. as im home now i will be able to check back withmy a4k.

@artur: good to see you back, i wondered why didnt you upload your ports to aminet. accidentaly my only upload up till now was the game you have already ported and ive noticed just lately. would be good to avoid something like that. btw, how is owb doing? i have now cmake here but not enough experience yet.
 

Offline wawrzonTopic starter

Re: testing 68k ports
« Reply #24 on: November 08, 2010, 08:55:51 PM »
Quote from: Khephren;590386
It's good that your getting your hands dirty porting some games :)
But perhaps it would be more use porting older open source stuff, rather than stuff only a few people can run?
Full marks for actually getting some stuff ported over though.


if you have any suggestion im open to it. but my skills are limited.
 

Offline matthey

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Re: testing 68k ports
« Reply #25 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 yssing

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Re: testing 68k ports
« Reply #26 on: November 09, 2010, 12:11:51 AM »
Hardlink >> I was quite surprised that Menobox (http://aminet.net/package/game/wb/MenoBox) ran on my Classic A1200, with just the Blizzard 1260 and AGA. Not fast, but it runs. :)
 

Offline AmigaMance

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Re: testing 68k ports
« Reply #27 on: November 09, 2010, 12:44:34 AM »
Quote from: matthey;590412
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.


 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. :)


@wawrzon
 I will try to examine the other games with snoopdos tomorrow. I waited for about 5 minutes each to start. I don't have a voodoo card, btw.
A1200 PPC user.
 

Offline matthey

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Re: testing 68k ports
« Reply #28 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.
 

Offline wawrzonTopic starter

Re: testing 68k ports
« Reply #29 from previous page: November 09, 2010, 03:26:47 PM »
Quote from: AmigaMance;590424
A1200, BPPC 603/180 68040/25, BVision. .

aww, i have overseen your setup. it is a wonder that it actually runs on it. ;P

no, seriously, the results you get are already pretty good. the game is actually optimized for 060, as advised by matthey. i think 030 is totally out of question, but if there is someone who wnats to give it a try i would be interestd if it even starts.

im going now to try it out on my a4k, and check a few options for improvement.