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amiarcadia.lha - emulation/gamesystem
Mar 28, 2024
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losmalditosdemo.lha - game/adventure
Mar 26, 2024
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libfreetype.lha - development/library/graphics
Mar 25, 2024
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ign-addon-ods.lha - office/spreadsheet
Mar 25, 2024
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meminfo.lha - utility/hardware
Mar 25, 2024
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libsdl2_ttf.lha - development/library/graphics
Mar 24, 2024
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thf.lha - game/fps
Mar 24, 2024
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amigagpt.lha - network/chat
Mar 24, 2024
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liba52.lha - development/library/audio
Mar 23, 2024
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libsdl2_mixer.lha - development/library/audio
Mar 23, 2024
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Re: Guide for New A1222 Users
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Posted on: Yesterday 22:25
#1
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Just popping in
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For all those who are also interested in trying Linux: Overview: Linux for Sam and A1222-Plus boards https://www.amiga-news.de/en/news/AN-2024-03-00104-EN.html
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AmigaOne X5000 @ 2GHz / 4GB RAM / Radeon RX 550 / AmigaOS 4.1 Final Edition / MorphOS 3.17 Amiga1200 / Blizzard 1230 IV PiStorm32-lite / AmigaOS 3.9
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Re: My Amiga Projects
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Posted on: Yesterday 22:16
#2
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Just popping in
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Joerg:
No idea on the reasons. But i also asked a betatester to repeat the test with the final version on A1222 which will be done somewhen during easter days probably.
But it is not isolated to H2. All games using Q2/Q3 engine have on A1222 but his MASSIVE unplayable slowdown (Several also crash on soundcode but if sound is disabled they run with massive slowdown). And those slowdowns are definitely much worse than Warpos context switches appearently.
I cannot test myselves as i do not have a A1222 but i have several people accessible who can try it for me.
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Re: Heretic 2 OS4 and WarpOS Version differences
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Posted on: Yesterday 22:06
#3
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Just popping in
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@Maijestro
The audio tracks are on CD 2, not on CD1. You copied the wrong CD. And i am sorry, seems documentation was unclear here.
Myselves i use a nrg image to play them with Heretic2 using diskimage.device, but .bin/cue works too i was told. But of CD 2.
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Re: Heretic 2 OS4 and WarpOS Version differences
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Posted on: Yesterday 20:57
#4
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Just can't stay away
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@Maijestro Quote: I also have a quick question about Heretic2 and I just can't get CD-Audio to work. As you recommended I copied the CD 1 to 1 to be able to insert it under AmigaOs4.1 as an ISO image. Does the AmigaOS 4.1 port use an ISO9660 data CD with something like mp3 files for the music instead of a CDDA audio CD? If not you can't use an ISO image file, which is only usable for data CDs/DVDs, but would need something like CUE instead, or any other image file format supporting CDDA and which is supported by diskimage.device.
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Re: Heretic 2 OS4 and WarpOS Version differences
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Posted on: Yesterday 18:06
#5
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Quite a regular
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@TheMagicSN I also have a quick question about Heretic2 and I just can't get CD-Audio to work. As you recommended I copied the CD 1 to 1 to be able to insert it under AmigaOs4.1 as an ISO image. Diskimage lists the ISO as unit 4 and I have also set this in the sound settings under Heretic2, but no background music plays in the game. Or have I misunderstood something and Heretic2 supports CD audio, but does not provide background music on the CD .... so that it needs other audio CDs?
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MacStudio ARM M1 Max Qemu//Pegasos2 AmigaOs4.1 FE
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Re: LiteXL v2.1.0 is released
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Posted on: Yesterday 15:43
#6
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Site Builder
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@root Thank you for your kind words. That is part of the treeview module, that why it requires it to be active. If I wanted to do something like that I would create my own plugin and create there a new menu item, that would do exactly that and have the same functionality. That means that you might need to copy code from the treeview module.
The reason I am saying that I would make this implementation in a new plugin is that this way every new Lite XL release will not replace those changes, and they will keep working as long as this plugin is installed. Writing a plugin is not that difficult because it uses Lua and there is no need to compile the editor. You can get examples from the rest of the plugins.
Try whatever customisation you want to do, to make them in a way that it doesn't change the release code. This way you will not need to make those changes after every release, and they could be shareable with others.
If you need more info on that, I would be more than glad to help as much as I can.
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Re: Frogatto&Friends buttons problem
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Posted on: Yesterday 15:39
#7
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Just popping in
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Now i got it working :) It was different button than Amigainput shows. Tryed to assing all button to jump button and it works then i have to on by one changing attack button for all other buttons.
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Re: Heretic 2 OS4 and WarpOS Version differences
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Posted on: Yesterday 15:23
#8
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Just popping in
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Does anyone know if there is an FPS limiter built in? Or an option for VSync? I know this might be strange when most people just care about showing as many FPS as possible, but if we're talking 1080p @ figures like 180fps on an X5K with RX580, that's likely going to represent GPU heat, and GPU heat = GPU noise.
Not a show stopper, just curious if there's either a vsync option or an fps cap option?
It's also looking like extracting the 2nd CD in bin/cue format on Apple Silicon Mac is likely to be problematic too but hopefully I can tackle that in my Windows Arm VM if needed.
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Amiga x5000 ı o4o ı 4GB ı RX580 GB-A1000 060@100, A1200 PiStorm32-Lite CM4
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Re: LiteXL v2.1.0 is released
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Posted on: Yesterday 15:12
#9
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Just popping in
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Nice video!
Again i have a special question. It is possible to bind a key with "Open in System"? I try it like this...
keymap.add { ["f4"] = "treeview:open-in-system"}
but that will not work correctly, only when treeview is activ.
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Re: My Amiga Projects
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Posted on: Yesterday 14:53
#10
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Just can't stay away
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@TheMagicSN I'm surprised it's that slow since with the WOS versions on AmigaOS 4.x there is a lot of emulation involved as well, but the WOS H2, and several other WOS games, still was very playable on an AmigaOne XE, and that was with much slower gfx cards (Voodoo3, Radeon 7000, etc.) than the Radeon HD/RX ones used now. - powerpc.library has to emulate all unaligned float/double memory accesses with an alignment exception handler (very slow) using integer instructions. - For all function calls from WOS software to AmigaOS functions the arguments have to be changed from the PowerOpen API used by WOS to the SysV one used by AmigaOS 4.x, and the other way round. - Special bug workarounds included in powerpc.library for individual games can make some parts much slower as well. - The mix of (partially emulated) WOS/PowerOpen PPC and emulated m68k code used in WOS software can cause additional problems and slowdowns on AmigaOS 4.x.
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Re: Hi New Member Here
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Posted on: Yesterday 14:25
#11
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Site Builder
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Quote: Hopefully, this post wasn't too boring. Not at all. It is a pity you sold your Amigas back then. But it doesn't matter any more. Now you are here, and I wish to have a lot of fun with your new system.
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Re: Hi New Member Here
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Posted on: Yesterday 14:04
#12
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Not too shy to talk
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Adding my welcome to the chorus!
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Re: 2024 - March - Tap Jewels by Entwickler-X
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Posted on: Yesterday 11:57
#13
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Quite a regular
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New high for me: 313728 If image does not show click the URL directly. http://eaves-spencer.co.uk/blox5
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Re: 2024 - March - Tap Jewels by Entwickler-X
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Posted on: Yesterday 8:06
#14
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Quite a regular
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Nice scores! Highscore list updated!
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Re: My Amiga Projects
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Posted on: Yesterday 2:37
#15
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Just popping in
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How is the type of emulation chosen?
EDIT: my tester did not mention anything on blacklisting H2 for LTE so i assume it was with lte, they got 1 fps with software renderer, 3d hw did not render characters in menu (this only happens on A1222, probably some issue with float maths?) and on starting a level “blind” game aborted with reporting bad datafiles (But datafiles were not bad in software renderer it started despite slow). Note this only worked so far with disabled sound i did not investigate the a1222 Sound issue as the game was not playable anyways. I asked now for a retest of released version and to ensure Lte was used but i suspect same results will come.
What i can tell you is the game runs extremely slow on A1222 (unplayable slow). And it is not only H2 but any kind of Q2/Q3 engine game. Q2, Q3 and the two Jedi games have been exactly the same issue (some also have an issue with the sound and crash but if you start them with sound disabled this unplayable slowness happens).
I am told this is due to using float parameter passing which due to the differences in ABI (due to SPE) calls emulation.
And despite being 20 years old all Q2/Q3 engine games use massive amount of float maths ams especially float parameter passing (also in dynamic libraries, but statically linked games based on Q2/Q3 engine seem to have the same problem).
Games from around 2000+ already use a lot of float maths better suited for A1222 would be games from around 1995 or older which usually use integer maths.
Edited by TheMagicSN on 2024/3/28 4:29:44
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Re: PED81C - pseudo-native, no C2P chunky screens for AGA
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Posted on: 3/27 22:44
#16
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Quite a regular
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It was ages that I intended to dig up some 20+ years old code and use it to play with PED81C a little more. Finally I got around to do it and came up with a new test program called Zoomaniac. Details in the video and in the manual excerpt below. Download available at https://retream.itch.io/ped81c. https://www.youtube.com/watch?v=eehqapb20fE
--------------------------------------------------------------------------------
OVERVIEW
Zoomaniac has been written to evaluate the performance on a stock Amiga 1200 of
a general-purpose texture scaling routine that writes directly to a PED81C
raster.
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PERFORMANCE
The following results are relative to the full screen effect that zooms the
cosmonaut in and out.
On a stock Amiga 1200, the execution speed is between 25 and 26 fps. If the
staggered lines are turned on, the performance drops by about 1 fps (which was
unexpected, since all that such option adds is a Copper WAIT and a Copper MOVE
for each rasterline).
Given that the DMA load caused by PED81C is "double" (see its documentation for
the details), a version that uses only half the number (2) of bitplanes has been
made to check the performance as if the Amiga had a native chunky video mode.
Surprisingly, the performance did not improve at all: relatively to the CHIP bus
access, the scaling code must interleave so nicely with the bitplane data
fetches that having more bus cycles available does not make any/much difference.
An Amiga 1200 equipped with a 68030 clocked at 50 MHz and 60 ns FAST RAM easily
performs at steady 50 fps. To find out the maximum performance, new tests were
made with special versions of the program that had the video synchronization
code disabled.
The speed when running the program normally was between 77 and 78 fps. The
staggered lines option lowered the fps by about 2. The 2 bitplanes versions
performed better, reaching 80-81 fps or, with the staggered lines on, 79-80 fps.
Like on the stock Amiga 1200, the extended Copperlist that implements the
staggered lines causes a small and similar performance drop. Instead, the
halving of the bitplanes DMA load did produce a speed increase.
The following table sums up the results.
S = stock Amiga 1200
E = Amiga 1200 68030 @50 MHz / 60 ns FAST RAM (Blizzard 1230 IV)
2 = 2 bitplanes on
4 = 4 bitplanes on
L = staggered lines on
| 4 | L4 | 2 | L2
--+-------+--------+-------+-------
S | 25-65 | 24-25 | 25-26 | 24-25
E | 77-78 | 75-76 | 80-81 | 79-80
Notes:
* when FAST RAM is detected, an alternative and more suitable scaling routine
is used (although writes still happen to CHIP RAM);
* on (some?) machines equipped with FAST RAM an even faster strategy would be
rendering to FAST RAM and then simply copying at the maximum speed the
rendered frame to the CHIP RAM raster.
--------------------------------------------------------------------------------
TECHNICAL NOTES
* The scaling routine fits any rectangle from a texture into a rectangle of any
size and ratio of another texture with nearest-neighbor matching.
* Logic and rendering are totally asynchronous: the logic runs always at 50 Hz
and the rendering never stops (unless it reaches the limit of 50 fps, imposed
by the display refresh rate), thus exploiting the machine's full potential.
* The screen buffering employs three buffers in CHIP RAM.
* The screen resolution is 1020x256 SHRES pixels, which correspond to 255x256
LORES-sized physical dots and to 128x256 logical dots.
* The code is 100% assembly.
* The program takes over the system entirely and returns to AmigaOS cleanly.
CHANGELOG March 27, 2024 * Added the Zoomaniac demo. * [PED81C Voxel Engine] Made a couple of minor changes. * [PED81C Voxel Engine] Updated documentation. January 1, 2024 * Rebuilt demos against latest custom framework. * [PED81C Voxel Engine] Optimized slightly background rendering. * [PED81C Voxel Engine] Corrected benchmark fps calculation (312 rasterlines were considered instead of 313). * [PED81C Voxel Engine] Built against latest custom framework. * [PED81C Voxel Engine] Updated, extended and fixed documentation.
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RETREAM - retro dreams for Amiga, Commodore 64 and PC
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Re: Hi New Member Here
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Posted on: 3/27 22:09
#17
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Just popping in
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I hope I am not too late ... A very warm welcome to you !
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Re: Hi New Member Here
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Posted on: 3/27 21:17
#18
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Just popping in
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@walkero This is going to be a bit long. My Amiga journey began way back in the early 90s, when I got an Amiga 2000. I wanted a 3000, but couldn't really afford it. Eventually I got a DCTV, and I hooked up the whole shebang to my TV set. I also saved up for an '030 accelerator board, included a scsi controller. A couple of years later I got a 4000. By that time, though, Commodore was having a lot of issues. I wasn't sure how much longer they'd be in business. I started investing more in PCs. Eventually when I moved in with my then girlfriend, I sold the Amigas . It was only late last year that I began playing with Winuae and Amiberry. I got hooked. I saw a tutorial on how to setup Winuae for Amiga 4.1, and plunked down the 35 or so dollars to download it. Somewhere along the way I found out about the SAM460LE and the (then) upcoming A1222+. I went with the SAM mostly because of the FPU. I just remember the difference it made when I had my 2000 and got the accelerator board. I'm sure I'll look into A1222 again sometime. Hopefully, this post wasn't too boring.
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Re: Hi New Member Here
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Posted on: 3/27 20:24
#19
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Just popping in
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@AmigaOldskooler I got the board w/2 gigs of ram, and the following parts I got locally or from Amazon: Godshark PCI Sata card w/SIL3114 chipset Creative Audigy FX Sapphire Technology AMD Radeon RX 550 Mini Tower Case DVD Writer It's a nice little setup. I'm pretty happy with it. How about you?
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Re: A1222 support in the SDK and problems
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Posted on: 3/27 20:23
#20
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Just popping in
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@walkero Thanks for addressing the new topic here there's my test case
#include <stdio.h>
#define SPE 1
#if SPE
#include <spe.h>
#endif /* SPE */
float sum (float, float, float);
int main()
{
double x,y,z,result;
x = 1.0f;
y = 1.0f;
z = 1.0f;
result = sum (x,y,z);
printf ("should be 3: %f\n", result);
return 0;
}
float sum (float a, float b, float c)
{
return a + b + c;
}
The following is the makefile
CC=gcc
CFLAGS_SPE=-mcpu=8540 -mtune=8540 -mspe -mabi=spe -mfloat-gprs=double
OBJECTS=A1222_SPE_floats.o
A1222_SPE_floats: $(OBJECTS)
$(CC) $(OBJECTS) $(CFLAGS_SPE) -o A1222_SPE_floats
A1222_SPE_floats.o: A1222_SPE_floats.c
$(CC) $(INCLUDES) $(CFLAGS_SPE) -c A1222_SPE_floats.c -o A1222_SPE_floats.o
Results on A1222 is 0, should be 3. Obviously compiling the same code for FPU lead to correct result. The compiler used is GCC 6 present in latest (your) OS4/SDK. Maybe I made something wrong, so any feeback is well appreciated.
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