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Author Topic: Curse of the SDL  (Read 24648 times)

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Offline Crumb

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Re: Curse of the SDL
« Reply #119 from previous page: August 23, 2011, 07:43:18 AM »
@NovaCoder

Good job! :-)
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Offline NovaCoder

Re: Curse of the SDL
« Reply #120 on: August 23, 2011, 08:03:44 AM »
Quote from: fishy_fiz;655821
Sorry for the off topic-ness, but:

@Novacoder

Any particular reason youve only supported certain games in your ScummVM builds? I recently got a copy of Broken Sword that Id love to play on my Amithlon box :) If it's not too much of a chore is there any chance you could do a full build please ?


Yep it's down to gcc I'm afraid, I can only link it so many engines before the compiler has a sulk and spits the dummy.   There's not much point supporting SVGA games for the AGA version anyway because 640x480x256 is too slow in AGA and I only support Curse of Monkey Island in AGA.   For the RTG version I will also add support for Broken Sword 2 and maybe Broken Sword 1 as well :)
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Offline Crumb

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Re: Curse of the SDL
« Reply #121 on: August 23, 2011, 10:05:01 AM »
Quote from: NovaCoder;655825
Yep it's down to gcc I'm afraid, I can only link it so many engines before the compiler has a sulk and spits the dummy.   There's not much point supporting SVGA games for the AGA version anyway because 640x480x256 is too slow in AGA and I only support Curse of Monkey Island in AGA.   For the RTG version I will also add support for Broken Sword 2 and maybe Broken Sword 1 as well :)

Are you using MMU to avoid performing c2p and redrawing the non updated parts? IIRC ADoom had some code to do that and it could be quite helpful on machines with MMU. Scrolling would be slow but other scenes would be fast. Perhaps you could add some optional frameskipping in games that use 640x480 (and with MMU onlyenable it on scenes with many changes -let's say more than 50%-, I guess that looking at MMU code from ADoom it would be possible to add a counter of modified chunks and if more than half of chunks have been modified activate frameskipping).

There was a video driver for Shapeshifter called AGABoost that worked without MMU and only drawed modified parts although MMU support would be great anyway.
« Last Edit: August 23, 2011, 10:24:11 AM by Crumb »
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Offline utri007Topic starter

Re: Curse of the SDL
« Reply #122 on: August 23, 2011, 12:02:14 PM »
POint & Click adventure 640x480 should be playable with AGA
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Offline itix

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Re: Curse of the SDL
« Reply #123 on: August 23, 2011, 02:04:13 PM »
Quote from: Crumb;655831
Are you using MMU to avoid performing c2p and redrawing the non updated parts? IIRC ADoom had some code to do that and it could be quite helpful on machines with MMU. Scrolling would be slow but other scenes would be fast. Perhaps you could add some optional frameskipping in games that use 640x480 (and with MMU onlyenable it on scenes with many changes -let's say more than 50%-, I guess that looking at MMU code from ADoom it would be possible to add a counter of modified chunks and if more than half of chunks have been modified activate frameskipping).


IIRC ADoom didnt use MMU to avoid drawing non-updated parts but instead marked frame buffer as non-cacheable. Could be I remember wrong but ADoom indeed ran faster on certain setups.
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Offline Crumb

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Re: Curse of the SDL
« Reply #124 on: August 23, 2011, 02:50:20 PM »
Quote from: itix;655849
IIRC ADoom didnt use MMU to avoid drawing non-updated parts but instead marked frame buffer as non-cacheable. Could be I remember wrong but ADoom indeed ran faster on certain setups.


You may be right... although ADoom uses a comparison buffer so I guess it does something like I described. To get some advantage of the MMU it probably creates various MMU pages pointing to parts of the chunkybuffer and marked as read only and when an "Exception" is raised in the memory area of that page, unmark it as "read only ram" and execute the instruction that caused the exception. Then at the end of the writes check out the small table of "zone-flags" and perform the c2p of that parts of the display. I guess it works in 4KB slices (it would be nicer with smaller chunks).

Looking at some Mac Emu driver could be handy. This one is done by the same author of the c2p (it uses a delta buffer so I'm fairly sure it works as I thought ADoom worked):
http://aminet.net/package/misc/emu/TurboEVD-src
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