Search found 3384 matches

by dml
Tue Apr 25, 2017 6:18 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 18
Views: 562

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

npomarede wrote:Huge ! (although Xenon without music is not really Xenon :) )


Agreed :)
by dml
Tue Apr 25, 2017 5:43 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 18
Views: 562

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Here's a preview of a future tutorial - yet to be broken down into steps. https://www.dropbox.com/s/26mqinbi51qlmk9/agt_demo.zip?dl=0 keys: WSAD, SHIFT, SPACE It's still rough around the edges but getting fairly close. There is framedrop in places - this has more to do with scheduling object updates...
by dml
Tue Apr 25, 2017 1:56 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 18
Views: 562

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Anima wrote::cheers:
Welcome back Doug. Looking forward to the new example.


Thanks Sascha, good to see you've also been busy with new secret projects. ;)
by dml
Tue Apr 25, 2017 12:15 pm
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 18
Views: 562

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

:cheers: For those of you who followed the older thread you've probably seen the Gradius, BossCore & Alien Breed coding examples as screenshots or YT links... (e.g. https://www.youtube.com/watch?v=Ul_9PRt9cpo) I will be posting a *new* example soon which will be even more familiar and uses more ...
by dml
Tue Apr 25, 2017 10:38 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 18
Views: 562

Re: [A]tari [G]ame [T]ools - 2D prototyping engine for STE

Thanks Troed :)

It's been fun working on it. Hopefully others can have fun building stuff with it - or at least learn something useful from it.
by dml
Tue Apr 25, 2017 9:47 am
Forum: Coding
Topic: 8-way scrolling system for prototyping games on STE
Replies: 518
Views: 63448

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

This project is being continued here: viewtopic.php?f=16&t=31558
by dml
Tue Apr 25, 2017 9:45 am
Forum: Coding
Topic: [A]tari [G]ame [T]ools - 2D prototyping engine for STE
Replies: 18
Views: 562

[A]tari [G]ame [T]ools - 2D prototyping engine for STE

I haven't posted for a while but between persistent bursts of real-life have been quietly preparing usable release of this project - AGT game prototyping engine for STE If you're someone with a bit of programming experience, interested in designing games, wanted to make something for the Atari STE, ...
by dml
Tue Mar 07, 2017 11:12 am
Forum: Professionals
Topic: Falcon Nemesis rewire with questions
Replies: 8
Views: 728

Re: Falcon Nemesis rewire with questions

Actually, having looked at the vid - it could still be a ram speed problem. It doesn't look like the typical version of it at 24mhz, but might be a more extreme version of it with HRTC mode specifically. When the ram can't keep up, the Videl is first to be starved. The CPU seems to manage despite ha...
by dml
Tue Mar 07, 2017 10:01 am
Forum: Professionals
Topic: Falcon Nemesis rewire with questions
Replies: 8
Views: 728

Re: Falcon Nemesis rewire with questions

The problem shown on your TFT for HRTC mode doesn't look like the kind of issue that was most commonly seen - slow RAM sticks. Usually if the bus was boosted far enough (25MHz+) the 70ns ram would not keep up and you'd get vertical columns of sparkling noise. The next step was to find faster ram sti...
by dml
Fri Mar 03, 2017 9:46 am
Forum: Coding
Topic: 68030 PMMU config help needed
Replies: 17
Views: 863

Re: 68030 PMMU config help needed

Don't know if it's helpful but here's my implementation of the Falcon030 PMMU setup.

The tree it implements is a close match for the F030 tree, with some extra tweaks by me (to add an un-cached shadow of main memory). There's a commented block of text showing the tree layout and mapped spaces.
by dml
Wed Feb 22, 2017 11:30 pm
Forum: Coding
Topic: 8-way scrolling system for prototyping games on STE
Replies: 518
Views: 63448

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: 19
Views: 1986

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: 1185
Views: 177685

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: 1185
Views: 177685

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: 1185
Views: 177685

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: 162901

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: 162901

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: 829

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: 829

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: 829

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: 1185
Views: 177685

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: 1185
Views: 177685

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: 1185
Views: 177685

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: 1144

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: 162901

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...

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