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BigD
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Re: Updated Alien Breed 3D 2 Posted on 27-Jul-2023 20:32:34
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Joined: 11-Aug-2005 Posts: 7484
From: UK | | |
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| @Karlos
Sorry... I just thought you said a while back that the RTG HUD issue was a major sticking point to an Aminet release. I don't care either way personally but it may mean this amazing mod gets more traction and coverage if it goes "Aminet mainstream" is all!
Thanks for all your hard work! _________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 27-Jul-2023 20:50:14
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Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @BigD
The HUD is a sticking point for the engine, as is the lack of messages and narrative text display and a few outstanding bugs.
As for thr mod, I don't think being on aminet will increase it's popularity that much will it? Everyone using Amiga today generally has some other complementary computing device for all those pesky 21st century needs. I'm sure all the interested parties already know about it. Last edited by Karlos on 27-Jul-2023 at 08:52 PM.
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BigD
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Re: Updated Alien Breed 3D 2 Posted on 27-Jul-2023 21:04:35
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Joined: 11-Aug-2005 Posts: 7484
From: UK | | |
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| @Karlos
Well Project Osiris is still a hidden gem and I really think your mod is too! It really makes the game FAR more playable IMHO! It deserves more hype! _________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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ppcamiga1
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 6:45:36
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Joined: 23-Aug-2015 Posts: 985
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| @Karlos
It is better and better God Work
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 10:55:06
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Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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Karlos wrote: @BigD
Yes, though they're not "official" because the code isn't merged into pipper's repo. |
It is now, though. Need to fix the basic text rendering now. It's not working in planar either. The reason is that the original in game text rendering writes to a different 2 colour screen that's 640 wide and positioned just below the HUD border bar.
The general plan is to write a rendering routine that can plot the planar character glyphs directly into a chunky buffer, which I suspect can be made more memory efficient than preconverting to 8-bit chunky (as was done for the border digits).
The rendering needs to take into consideration the original 640 width of the text. Perhaps a good way would be to scroll it along the bottom like a news ticker. The whole string can be plotted into the buffer, and that buffer scrolled through the visible width (we arent going to have true high res any time soon)._________________ Doing stupid things for fun... |
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NutsAboutAmiga
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 11:36:34
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Joined: 9-Jun-2004 Posts: 12981
From: Norway | | |
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| @Karlos
Quote:
The general plan is to write a rendering routine that can plot the planar character glyphs directly into a chunky buffer, which I suspect can be made more memory efficient than preconverting to 8-bit chunky (as was done for the border digits). |
it seams to me going from bit to 16bit or something. cases where 00 01 10 11:
00: skip +4 bytes, 01: skip +2 bytes, write 2 bytes, 10: write 2 bytes, skip 2 bytes 11: write 4 bytes.
it seems to me you can have 256 different optimized routines, perhaps generated 
Last edited by NutsAboutAmiga on 29-Jul-2023 at 11:37 AM.
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 11:45:43
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Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @NutsAboutAmiga
I don't think it is. It's using BFINS to insert a value into the target bitplane at a given offset/width. The font is not fixed width. See: https://github.com/mheyer32/alienbreed3d2/blob/4e29db4fbf6d06b6c356491eda1f0dfe80551970/ab3d2_source/modules/draw.s#L62
I think what it's doing is tantamount to copying a byte of planar data for a character with a width up to 8 pixels and inserting it into a target plane at a bit position determined by the horizontal distance so far plotted, which is the sum of all the preceding character widths, and the width of the current glyph. As bad as bitfield instructions are, this is one of those use cases where they make sense. You basically get to mask out and overwrite some specific window of bits with a single instruction. Last edited by Karlos on 29-Jul-2023 at 11:55 AM. Last edited by Karlos on 29-Jul-2023 at 11:54 AM.
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BigD
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 12:32:19
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Elite Member  |
Joined: 11-Aug-2005 Posts: 7484
From: UK | | |
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| @Karlos
Quote:
is now, though. Need to fix the basic text rendering now. It's not working in planar either. |
Good luck! How long do you think it will take? Thanks for this! Working text would be icing on the cake especially if anyone gets to demo the game at any events this Summer!_________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 12:46:17
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Joined: 24-Aug-2003 Posts: 4923
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NutsAboutAmiga
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 12:50:12
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Joined: 9-Jun-2004 Posts: 12981
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 13:48:52
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Elite Member  |
Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @NutsAboutAmiga
The link doesn't work for me, but rest assured I have the 68000 family programmer's manual. It covers all the 020 instructions. _________________ Doing stupid things for fun... |
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NutsAboutAmiga
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 14:11:18
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Elite Member  |
Joined: 9-Jun-2004 Posts: 12981
From: Norway | | |
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| @Karlos
offset and width is in D0,
offset is bit offset width is the number of bits to set.
but source data is allways 16 * word (2 bytes), so thats 32 bytes per char row.
a0 source ASCII (index = D0-32 )
a2 source font heder heder size is 32 bytes (left shift 5)
a4 source (source font image data)
a1 destination (destination image data)
If not mistaken, so is a1, d1, d6 never changed so the 16 words are applied to same destination. before moving to next char.
D1 horizontal pos. D6 destination font width (bytes).
not sure about the macros here SET val, etc..
the routines in designed to render only one pixel height of text, so there is no move to next line, loop or anything like that.
Last edited by NutsAboutAmiga on 29-Jul-2023 at 03:00 PM. Last edited by NutsAboutAmiga on 29-Jul-2023 at 02:53 PM. Last edited by NutsAboutAmiga on 29-Jul-2023 at 02:52 PM. Last edited by NutsAboutAmiga on 29-Jul-2023 at 02:29 PM. Last edited by NutsAboutAmiga on 29-Jul-2023 at 02:26 PM. Last edited by NutsAboutAmiga on 29-Jul-2023 at 02:23 PM. Last edited by NutsAboutAmiga on 29-Jul-2023 at 02:22 PM. Last edited by NutsAboutAmiga on 29-Jul-2023 at 02:21 PM.
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BigD
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 15:11:40
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Elite Member  |
Joined: 11-Aug-2005 Posts: 7484
From: UK | | |
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| @Karlos
OK, thanks! It's holiday time and you've done so much already! 2-player RTG play won't be too affected by this feature anyway! _________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 16:12:39
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Elite Member  |
Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @NutsAboutAmiga
I'll be replacing the code with a C implementation for the RTG version, since the existing implementation is planar to planar (which we can keep for AGA mode). I'm pretty sure the source glyphs are just a single bitplane, some fixed height and not more than 8 bits wide (to be confirmed).
It's not difficult to write a bit of C code that plots the character to a chunky buffer once the data layout is confirmed. On 68060, the operation is more likely to be memory bound so there's some benefit in keeping the source data planar. _________________ Doing stupid things for fun... |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 29-Jul-2023 21:18:10
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Elite Member  |
Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @BigD
Quote:
BigD wrote: @Karlos
OK, thanks! It's holiday time and you've done so much already! 2-player RTG play won't be too affected by this feature anyway! |
This reminds me, there's some serial line debugging in the rtg code that I think we'll want to disable before people try two player mode._________________ Doing stupid things for fun... |
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BigD
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Re: Updated Alien Breed 3D 2 Posted on 30-Jul-2023 1:12:22
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Elite Member  |
Joined: 11-Aug-2005 Posts: 7484
From: UK | | |
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| @Karlos
Oh, any chance you could do that before the 12th Aug? Was hoping to demo the RTG mode of your mod 2-player at Zzap Live! _________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 30-Jul-2023 7:14:44
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Elite Member  |
Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @BigD
Done. I'll update the binaries soon and you can get testing. I've not tested the rtg version two player mind. _________________ Doing stupid things for fun... |
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BigD
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Re: Updated Alien Breed 3D 2 Posted on 30-Jul-2023 9:26:57
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Elite Member  |
Joined: 11-Aug-2005 Posts: 7484
From: UK | | |
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| @Karlos
Sadly (or not) I'm going camping for a while starting today. I'll pass the link onto my 'Player 2' if you post it here again and he'll install it and practice at least. From memory does he have to set up assigns for AB3 etc? I think not now right? I'll have a couple of days to test myself with PiStorm vs 060 RTG but it will be tight especially as I still have to dismantle my A1200 to put files on the SD card currently! Last edited by BigD on 30-Jul-2023 at 09:28 AM.
_________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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Karlos
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Re: Updated Alien Breed 3D 2 Posted on 30-Jul-2023 10:31:47
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Elite Member  |
Joined: 24-Aug-2003 Posts: 4923
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition! | | |
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| @BigD
If he's playing the mod, there's nothing to assign. Just extract it somewhere and then double click the icon. _________________ Doing stupid things for fun... |
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BigD
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Re: Updated Alien Breed 3D 2 Posted on 30-Jul-2023 11:36:46
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Elite Member  |
Joined: 11-Aug-2005 Posts: 7484
From: UK | | |
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| @Karlos
Cool beans. If you could post the github link (again...sorry) then I can cut and paste it straight to him when the binaries are updated!
Actually, I assume the link will always be
https://github.com/0xABADCAFE/karlos-tkg/archive/refs/heads/main.zip
In which case just let me know when ready as he already has the URL! Last edited by BigD on 30-Jul-2023 at 11:37 AM.
_________________ "Art challenges technology. Technology inspires the art." John Lasseter, Co-Founder of Pixar Animation Studios |
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