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      /  Open RedAlert!!
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PosterThread
BigD 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:07:04
#81 ]
Elite Member
Joined: 11-Aug-2005
Posts: 6393
From: UK

@Thread

Has there been any updated files for the Amiga 68k since we last discussed this? I've selected New Game> Allies
..but this is taking an absolute age
is a Stack of 100000 enough (the default)?
HD is still clicking but this must have gone on for 15mins already!!! No wonder I didn't get anywhere with my old 040!!!

Last edited by BigD on 06-Mar-2011 at 09:08 PM.

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wawa 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:08:29
#82 ]
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Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@BigD
sdl apps on 68k are linked statically, all you need should be some ixemul.library version, most likely bernds >60.0 as long as it has not been linked against libnix. (which sure isnt the case here, given the complexity of the game)

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BigD 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:10:10
#83 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@wawa

I'm using an actual 68k machine. Does that change anything?

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wawa 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:12:11
#84 ]
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Joined: 21-Jan-2008
Posts: 6259
From: Unknown

its long ago that i ve tried it but i dont think that game will work with acceptable speed on 060. not many sdl games do.

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BigD 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:19:18
#85 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@wawa

It is taking an absolute age to load the first mission!! Going on for 25 minutes!!! Why didn't Westwood Studios port a native version for Big Box Amigas? This is painful! HD is still clicking away!!!

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wawa 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:20:45
#86 ]
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Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@BigD

Quote:

I'm using an actual 68k machine. Does that change anything?

of course that matters. on uae you can switch on jit and get maybe not the whole performance of your x86 system but a good part of it. real amiga except for a slow processor has a number of other limitations of which most noticeable in this case is the zorro3 bottleneck to gfx card.

i have compiled a number of games that never got released, because they do not perform well enough on real hardware, although they seem to work quite well under uae.

Last edited by wawa on 06-Mar-2011 at 09:21 PM.

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BigD 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:25:43
#87 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@wawa

But you could always just run the x86 version on your x86 machine, I don't get the emulation thing unless your trying to run Amiga programs otherwise what's the point!! I'm guessing it would be possible to run a native Amiga version on a 060 setup so is there any chance that this will get updated so that it would run on an actual Amiga system?

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wawa 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:40:11
#88 ]
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Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@BigD

thats right, thats why i have not released this stuff.

perhaps there are some tricks yet that could be pulled. i mostly tired to put all data into gfx card ram or use open gl where this was possible. the problem is bernd has compiled sdl 68k all on his own. perhaps sdl port could need another dedicated coder for some optimization. but that is not in sight.

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BigD 
Re: Open RedAlert!!
Posted on 6-Mar-2011 21:57:17
#89 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@wawa

Quote:
perhaps sdl port could need another dedicated coder for some optimization. but that is not in sight.


The game never got to the Level 1 game screen it returned to Workbench. Are you sure SDL lib version 1.2.3 is recent enough? The manual definitely says version 1.2.8 or higher!!?!

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wawa 
Re: Open RedAlert!!
Posted on 6-Mar-2011 22:05:29
#90 ]
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Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@BigD

really i cant test it just now. as i said sdl is usually linked statically. you can throw on snoopdos to see if it misses something. set the stack to like 300000 just to be sure. it opens in window as far as i remember?

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wawa 
Re: Open RedAlert!!
Posted on 6-Mar-2011 23:14:59
#91 ]
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Joined: 21-Jan-2008
Posts: 6259
From: Unknown

mmm, to think of something, do you have the data of the original game installed in the right location? you have to get it yourelf, it must be mentioned in readme.

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BigD 
Re: Open RedAlert!!
Posted on 7-Mar-2011 7:34:25
#92 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@wawa

I've followed the read_me to the 'T' other than finding SDL lib version 1.2.8 or higher. I've drag & dropped the two .mix files off my Red Alert game disc to the location stipulated. The game makes it to the Option Screen and I can select New Game>Allies. It then loads for 15 minutes before returning to Workbench!

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BigD 
Re: Open RedAlert!!
Posted on 8-Mar-2011 19:41:46
#93 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@BigD

So in summary; it doesn't matter what libs you install or what stack you specify or what Ram you have on a 060 classic, the best you can hope for is a glimpse of the menu screen!!! What a waste of time!!!

Would 'skirmish' mode have more chance of loading compared to 'new game'?

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wawa 
Re: Open RedAlert!!
Posted on 8-Mar-2011 19:56:27
#94 ]
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Joined: 21-Jan-2008
Posts: 6259
From: Unknown

@BigD

i dont find redalert on any of my hds, so in cant say for now, and you relly make me want too look ard try to recompile it?
in the meantime are you really so dedicated to get it to work? i remember it wasnt very playable. if you just want a nice sdl game that is running on 060 about right i can propose
http://aminet.net/game/shoot/Xpired_m68k.lha

http://aminet.net/game/shoot/Starfighter-1.1-m68k.lha
the second is a little slow still should be playable.

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BigD 
Re: Open RedAlert!!
Posted on 8-Mar-2011 20:28:28
#95 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@wawa

Starfighter 3000 was fun on my mates Acorn. Is this game the same?

Xpired looks like BOH, I'll stick to Napalm is I can't get Red Alert to work. I on the last level of Napalm and it's only taken me 12 years!!! I've only been playing it high-res for the last year however!!!

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BigD 
Re: Open RedAlert!!
Posted on 9-Mar-2011 18:02:49
#96 ]
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Joined: 11-Aug-2005
Posts: 6393
From: UK

@Thread

Has no one else tryed Open Red Alert then? I can't even get TurboPrint to take a screen grab of the menu screen to prove to you that it got that far on a 060 classic! Oh well. Unless there's more interest for the programmer to take this forward I can't see the value in this port at all. Adoom this aint. More of a proof of concept than a useful prort

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amimaniac 
Re: Open RedAlert!!
Posted on 9-Mar-2011 18:31:53
#97 ]
Member
Joined: 9-Nov-2008
Posts: 58
From: Poland

@BigD

Quote:
Would 'skirmish' mode have more chance of loading compared to 'new game'?


Yes

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BigD 
Re: Open RedAlert!!
Posted on 9-Mar-2011 21:16:45
#98 ]
Elite Member
Joined: 11-Aug-2005
Posts: 6393
From: UK

@amimaniac

Thanks, I'll give 'skirmish' mode a go and see what's it like. I've chosen a medium size map so it's likely to crawl!!!

It's a shame there's no quick way of optimising this game to work on a classic machine? This SDL library business is no way near as fast as assembly programmed stuff!!!

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BigD 
Re: Open RedAlert!!
Posted on 9-Mar-2011 22:42:02
#99 ]
Elite Member
Joined: 11-Aug-2005
Posts: 6393
From: UK

@Thread

Just for posterity, here's to prove that I made it this far. Yes I was foolish to select a medium sized map to try on my 060 'miggy with 112mb Fast Ram but it would have been cool to get it working. This however was the screen it got stuck on for about 1hour 30 minutes before I reset. Miraculously it hadn't crashed and TurboPrint screen grab still functioned!!! The hard drive was still clicking as if to attempt to load something! However, in conclusion.... not worth it

Last edited by BigD on 09-Mar-2011 at 10:44 PM.

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BigD 
Re: Open RedAlert!!
Posted on 10-Mar-2011 20:28:43
#100 ]
Elite Member
Joined: 11-Aug-2005
Posts: 6393
From: UK

@Thread

No comments? Did everyone else come to the same conclusions without testing this version on a Classic? I suppose messing around with BOH on a NG system is where it's at for Amiga gamers these days It would have been cool to show my PC owning friends, however Napalm with Null-Modem link will be a lot more impressive than we could expect from a non-native Open Source port I guess

Last edited by BigD on 10-Mar-2011 at 08:29 PM.

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