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Cho Ren Sha 68k for the Atari Falcon030
Posted: Thu Jul 16, 2015 9:06 pm
by Anima
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Thu Jul 16, 2015 9:21 pm
by CiH
Woohoooooo!! 
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Thu Jul 16, 2015 9:50 pm
by DrTypo
I just tried it. It's really fun, incredible sprite action!
I'm not very good at shoot them up, my best score is 392572.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 8:33 am
by LaceySnr
Holy crap that looks smooth! Gonna have to get my machine hooked up again and try it out.
What's the DSP doing for the sprites exactly? i did some pure software sprites and only got up to around 27 16x16 pixel sprites (in true colour) with background before I started losing frames.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 8:52 am
by Eero Tamminen
This works and looks really great!
The normal version works fine latest Hatari from Mercurial (didn't even try the version for older Hatari versions).
Only minor thing is that when one exits back to GEM desktop, screen is messed.
Needs real TOS as EmuTOS doesn't support DSP XBios() calls yet.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 9:27 am
by Anima
CiH wrote:Woohoooooo!! 
DrTypo wrote:I just tried it. It's really fun, incredible sprite action!
I'm not very good at shoot them up, my best score is 392572.
That's not bad! I'm not good at playing it either. Luckily it has a cool replay function to watch all the bosses.
LaceySnr wrote:What's the DSP doing for the sprites exactly? i did some pure software sprites and only got up to around 27 16x16 pixel sprites (in true colour) with background before I started losing frames.
The DSP tracks all the sprite movement on the screen to calculate the differences of the overlapping areas of two successive frames. I.e. the engine processes only the pixels which need to be restored. E.g.: the background on a non moving sprite doesn't need to be restored.
Eero Tamminen wrote:Only minor thing is that when one exits back to GEM desktop, screen is messed.
Needs real TOS as EmuTOS doesn't support DSP XBios() calls yet.
Ah thanks for the report. For the time being please use a "non-compatible" screen mode to avoid the messed screen.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 9:49 am
by EvilFranky
Amazing stuff Anima, thank you for your hard work!

Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 12:07 pm
by AdamK
Feels like playing Mame on fast PC

Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 1:18 pm
by alexh
Well done. Can't wait to try it on the real thing. Where did I put my PCI SCSI card?
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 2:48 pm
by bear
Works like a charm and what a good reason to make use of my Powerpad, which otherwise just collects dust on the shelf!

Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 3:28 pm
by Anima
EvilFranky wrote:Amazing stuff Anima, thank you for your hard work!

AdamK wrote:Feels like playing Mame on fast PC

Well at least it keeps the framerate playable.
alexh wrote:Well done. Can't wait to try it on the real thing. Where did I put my PCI SCSI card?
bear wrote:Works like a charm and what a good reason to make use of my Powerpad, which otherwise just collects dust on the shelf!

Great! Can you please tell me if the Power Pad works fine with the Beta 1? I just emulated one to check the implementation using Hatari.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 5:42 pm
by jvas
Tested on my Falcon with 50Mhz DSP: okay !!! (VGA)
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 7:07 pm
by LaurentS
Hi,
Congratulations, it's really a great work.
Do you plan some other ports ?
Thanks a lot
Have fun, stay (H)atari
Laurent
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 8:29 pm
by bear
Great! Can you please tell me if the Power Pad works fine with the Beta 1? I just emulated one to check the implementation using Hatari.
Yes it does.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Fri Jul 17, 2015 8:36 pm
by Mindthreat
Well this is ridiculously awesome. Looks great!

Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 7:09 am
by Anima
jvas wrote:Tested on my Falcon with 50Mhz DSP: okay !!! (VGA)
Good news. Thanks for the report.
LaurentS wrote:Congratulations, it's really a great work.
Do you plan some other ports ?
Thanks Laurent!
Well, in short: yes but most probably from a different system. Stay tuned.
bear wrote:Yes it does.
Ah, ok. I am thinking about putting the pause function on the appropriate button. I hope to win today an auction to get a Jaguar Pad for testing.
Mindthreat wrote:Well this is ridiculously awesome. Looks great!


Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 5:56 pm
by purpleeagle01
very cool game and its works fine with jagpad.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 7:45 pm
by Anima
purpleeagle01 wrote:very cool game and its works fine with jagpad.
Good! I'm afraid to ask but is the pad button assignment ok? It should be A for fire and B for bombs, isn't it? You can also exchange those buttons in the in game options so does that work as well?
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 9:09 pm
by DrTypo
Anima wrote:Good! I'm afraid to ask but is the pad button assignment ok? It should be A for fire and B for bombs, isn't it? You can also exchange those buttons in the in game options so does that work as well?
Yes, the jag pad buttons assignment is correct. Default is A for fire and B for bombs.
The exchange option also works well.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 9:37 pm
by Anima
DrTypo wrote:Yes, the jag pad buttons assignment is correct. Default is A for fire and B for bombs.
The exchange option also works well.
Thanks.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 9:39 pm
by ctirad
Does not work on nonstadard RAM configuration 4MB ST-RAM + 10MB (pseudo)FastRAM (BlowUP FX).

I can only see some initial picture with a map or so.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 9:44 pm
by Anima
ctirad wrote:Does not work on nonstadard RAM configuration 4MB ST-RAM + 10MB (pseudo)FastRAM (BlowUP FX).

I can only see some initial picture with a map or so.
What does the initial detection text say? Does it detect the Fast-RAM properly?
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 9:57 pm
by ctirad
Yes. It correctly detects the Falcon 030, FPU and FastRAM.
However, I'm afraid the FX driver makes some nasty things with MMU.
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 10:14 pm
by Anima
ctirad wrote:Yes. It correctly detects the Falcon 030, FPU and FastRAM.
However, I'm afraid the FX driver makes some nasty things with MMU.
As long as the Fast-RAM is properly accessible via the GEMDOS Mxalloc() function it should work (the MMU is not being used by the game at all). The binary also has the flag set to be loaded into the Fast-RAM area. However, display memory will always be allocated in the ST-RAM area.
Did you notice some HD activity (flashing LED) right after the background appears? Loading and compiling the sprites will take a few seconds to finish.
Since the display memory consumption is quite high I would like to know if booting without any auto folder programs and accessories fixes the problem!?
Re: Cho Ren Sha 68k for the Atari Falcon030
Posted: Sat Jul 18, 2015 10:23 pm
by ctirad
Aaa! You are right. Just switching desktop to the ST-HI from 640x480x16 did the trick and now it seems to work perfectly.