>The first thing you want to do if you play a game on Amiga is not use SDL, and use as >many amiga hardware tricks as you can. Many Amiga demo's run in HAM modes and have >14bit sound. SDL would not allow this on such a limited platform, and I would it even >allow you to reach such a low level? I doubt it.
I do now compare on my winuae system and notice the SDL version is only 10 % slower.in numbers it is 91 fps sdl_quake and 99 fps quake68k on a 1920*1080 fullscreen 8 bit
so there is no hope that you can
>There are decent games like Diablo, Age of Empires or Starcraft that run happily on a >640x480 8bit screen.
this are not so speed critical stuff, as a action shooter or jump and run with scrolling.
If there is a SDL version here, then there are good chances that it is playable, maybe with low samplerate
>I quite happily play 14bit multi channel ADPCM music on my A1200/030, and it sounds >brilliant. And the machine has plenty of bandwidth for other tasks.
can you post a link of such a song and player ?.and the 7 khz filter of your amiga need set to off.have you hear the music over headphone or a good stereo sound system ?
maybe with the 1084 monitor speakers it sound ok, but with a good loudspeaker it sound very bad.
for amiga the only player which can do good quality is octamed soundstudio when you enable in mixing routine stereo and filter and can reach better quality.but then a simple 4 channel song use full cpu load on a classic.try it out, if you not believe.
but its possible to change sdl mixer that it do crappy nearest soundmixing to be faster.maybe there is a option so nearest sound mixing is possible.
but this give only little speedup, actual games are design that there are at least 11 channels here.11 channels is the default of sdl_mixer.if a developer need more he can enhance.
@Itix
>It is only slow if you dont have HW accelerated alpha blits.
As far i know no 2D gfx card have HW accelerated alpha blits.Or do you know any for amiga ?
today OS use 3D features of GFX Card for that.
@Crumb
>what? sorry, I strongly disagree because Quake on classics is mostly cpu limited and >its use of SDL is limited to:
>a) locking display bitmap, writting the pixels directly to gfx ram or...
>b) performing a raw copy (just like WritePixelArray on RTG)
thats true, netsurf SDL work the same way, but when you look how games work, then you see that code do only copy some bytes to gfx buffer.
and this copy operations are limit by GFX Bus access.
sdl is very fast, it convert any bitmap format to screen bitmap format.
if somebody want write a game for amiga RTG, he must write code for do this.P96 or CGX functions are not so fast, because i test what happen when i use instead of SDL blit operations the CGX functions direct.was slower seem CGX do also have more calling overhead.a simple 1 pixel blit was slower in P96 too
also SDL use runlength encoding for 1 bit alphamasks and prepare the images to faster blit.this is too faster, it avoid lots of mem access and check for mask operations
and when you write a game that run on RTG you have of course no copper or can do some display tricks smooth scroll etc.