Search found 3374 matches

by dml
Wed Feb 22, 2017 11:30 pm
Forum: Coding
Topic: 8-way scrolling system for prototyping games on STE
Replies: 517
Views: 57795

Re: 8-way scrolling system for prototyping games on STE

Hi! No its not on hold :-) In fact I've done quite a lot in recent weeks, just haven't been posting updates. I plan to start a new thread about it (AGT) soon which is a bit more focused. The current thread spanned quite a lot of random experiments up to the point it turned into a real project - but ...
by dml
Thu Feb 09, 2017 10:58 am
Forum: Professionals
Topic: Here is a list of all Falcon caps
Replies: 18
Views: 1197

Re: Here is a list of all Falcon caps

Obviously none of these are Axial like the originals due to Radial being the most available and high quality. I did need to do some special capacitor Gymnastics in certain areas to make them fit, but as long as you are careful all is fine. I had the same 'fun' while re-capping my own board. I found...
by dml
Wed Feb 08, 2017 11:46 am
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

jvas wrote:What is included in this 7 fps? Are all the game elements in ???


No its the same as before - rendering maps only, just with some speed improvements and commandline control over things like texturecache size, skies and palettes. Other stuff is in the works though, will take longer to appear.
by dml
Wed Feb 08, 2017 10:31 am
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Thanks - yeah its something that you can keep chipping away at over time. Optimising the renderer is not the main focus with it just now - more filling in the missing pieces - but its a lot easier to find new optimisations when you leave the code alone for a while and then come back to look at it ag...
by dml
Tue Feb 07, 2017 8:19 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

:cheers: Well I did a bit more optimising tonight, redoing the pixel loops for two of the main shaders. This resulted from some experiments I was doing comparing HW with emulation and checking which pipeline fiddles are worthwhile. So the new code uses the same number of operations and slightly more...
by dml
Tue Feb 07, 2017 8:11 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2263
Views: 154931

Re: Bad Mood : Falcon030 'Doom'

I've noticed that the music is quite an overhead. There must be a frame or two on average lost with music on compared to music off. Yeah the music isn't free. It has to be mixed with the CPU as the DSP is busy with 3D stuff. If you use the mono build it will run quickest on F030/16MHz. The stereo o...
by dml
Mon Feb 06, 2017 5:48 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2263
Views: 154931

Re: Bad Mood : Falcon030 'Doom'

Trixster wrote:Any chance of a BMT2.wad release to get music in Doom2 working? Thanks!


It's something I keep forgetting to remember I meant to do :)

It will surface at some point though, it's sort of sitting there half done.
by dml
Mon Feb 06, 2017 5:22 pm
Forum: C / PASCAL etc.
Topic: Interrupts disable and reenable with GCC
Replies: 11
Views: 479

Re: Interrupts disable and reenable with GCC

It's the same, but you remove the unwanted code, and remove the unwanted constraints. I recommend you keep the "cc" clobber constraint though (means = condition codes modified). __asm__ __volatile__ ( "move.w #0x2700,%%sr;" : : : "cc" ); (edited to include the %% regist...
by dml
Sun Feb 05, 2017 3:21 pm
Forum: C / PASCAL etc.
Topic: Interrupts disable and reenable with GCC
Replies: 11
Views: 479

Re: Interrupts disable and reenable with GCC

the three constraints blocks following the asm: : A,B,C // outputs (or in+outs) : D,E,F // inputs only : G,H,I // clobbered registers, condition codes or memory, if any (i.e. things corrupted and not saved/restored by the code itself) in the first constraints block (in+outs): "+a"(pnew) '+...
by dml
Sun Feb 05, 2017 11:46 am
Forum: C / PASCAL etc.
Topic: Interrupts disable and reenable with GCC
Replies: 11
Views: 479

Re: Interrupts disable and reenable with GCC

If you're already in supervisor mode... (fill in the mfp register blanks!) // globals char regsold[4]; // somewhere to keep the old mfp regs char regsnew[4] = { 0,0,0,0 }; // some new mfp regs void mfp_setup() { char *pnew = regsnew; char *pold = regsold; __asm__ __volatile__ ( "ori.w #0x0700,s...
by dml
Sat Feb 04, 2017 11:49 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

A few more changes recently... - re-optimised the indexing of faces, which saves 5% on that stage - converted some of the surface cache routines code to use self-modifying code during setup, to reduce access to stack variables - started looking at ways to redo the collision detection so it's never d...
by dml
Fri Jan 20, 2017 7:28 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Have got a working version of the full Q2 collision detection method now, with swept primitives. At least against the map. Testing against models/meshes is separate. This version won't get stuck in walls etc. and is reliable enough to be worth optimising properly. The previous one was not worth the ...
by dml
Thu Jan 19, 2017 10:59 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

I should be able to release an update soon using the custom-made maps from the later YT vids, with colour lightmaps, special skies etc. grab0014.png This was working for a long time but couldn't be used without special build flags and hacking around with filenames/paths and random bits of code. I ha...
by dml
Mon Jan 16, 2017 7:38 pm
Forum: Coding
Topic: APEX for Atari Falcon. Trucolor 640x400 mode bug?
Replies: 8
Views: 802

Re: APEX for Atari Falcon. Trucolor 640x400 mode bug?

If the program works for you at 320x???/TC on VGA and 640x???/TC on RGB/TV then you don't need the recent patch. You should be fine. If you get problems with no sync in some modes (except for the 640x VGA case which is not supported by Videl HW & ram speed) then the patch may help - it simply ad...
by dml
Thu Jan 12, 2017 9:26 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2263
Views: 154931

Re: Bad Mood : Falcon030 'Doom'

Does the hud slow things down or am I imagining it? It seems like going full screen is a bit faster than full screen with hud. If it is actually slowing rendering, why is this the case? It's probably due to the fact fullscreen mode uses an optimised video mode so rendering is a bit faster (at least...
by dml
Mon Jan 09, 2017 8:07 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Ok it was mostly silly stuff - including my f030's data dir being out of date and stuff missing :) I should be able to upload a fixed version soon, with new maps, working sky etc. The gcc6 build is running about 1.5% faster on a moderate scene - which is not huge but not bad for 'free', especially s...
by dml
Mon Jan 09, 2017 6:52 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Seems like the last build I posted doesn't run on HW, and it's tripping on posix directory slashes (which Hatari absorbs). On top of that the sky format has changed, and there's some other issue I haven't identified yet... So consider the qtestpublic4.zip broken (or hatari-only) until I figure out w...
by dml
Mon Jan 09, 2017 4:19 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Hi Eero, Good to know it still works - although it can't use TT ram with the current build since it's stealing the PMMU hardware and enforcing 24bit addressing as a side effect. However it shouldn't matter for the maps provided - they all fit in memory ok. All environment files are first tried to be...
by dml
Mon Jan 09, 2017 3:39 pm
Forum: 680x0
Topic: Bad Mood : Falcon030 'Doom'
Replies: 2263
Views: 154931

Re: Bad Mood : Falcon030 'Doom'

Trixster wrote:Is there a way to invert the mouse in the config?


I thought there was - but having looked, it seems not. You can invert the run button but not the mouse Y axis. I guess it should probably go in sometime.
by dml
Sun Jan 08, 2017 4:03 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Here's a more recent build, using the new gcc compiler. It's also a lot smaller (and is packed also -> 60k). https://dl.dropboxusercontent.com/u/12947585/q2/qtestpublic4.zip The rendering won't be any quicker since that's all in 68k but the collision detection might benefit - it can be a bit sluggis...
by dml
Sun Jan 08, 2017 12:31 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

:cheers:
by dml
Sun Jan 08, 2017 12:24 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Yeah I released the demo in a hurry and the startup code is a bit of a mess. You get warnings about missing PAK file (it has unfinished PAK support) and no error messages for common mistakes... but at least it works :)
by dml
Sun Jan 08, 2017 12:15 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Hi, Hi, I've just been trying to get the test release 2 and 3 from earlier in the thread working but I'm getting a black screen after launching either of them. Both archives have been decompressed with strip into their own folders. This is on a falcon with newly formatted hd, 14mb ram and 68882 fpu....
by dml
Sat Jan 07, 2017 1:53 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

The PC version of Quake 2 uses a FPU trick (the rasterizer is coded in i386 assembly) to speed up texturing. The portable (compiled C) version of the code I'm using can't replicate this trick effectively so its a good bit slower when tested on the same PC. Also the portable version is a reference al...
by dml
Fri Jan 06, 2017 9:56 pm
Forum: 680x0
Topic: Quake 2 on Falcon030
Replies: 1184
Views: 169733

Re: Quake 2 on Falcon030

Here's a Hatari capture with the profiler running. I now have some visibility of all the pieces involved. Game Performance I don't have time to break all this down right now, but it looks to me like a lowly Falcon030 might be able to run the game code as-is, without a total rewrite. A lot of the tim...

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