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      /  Gloom Remake
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PosterThread
kas1e 
Re: Gloom Remake
Posted on 23-Sep-2010 14:37:33
#61 ]
Elite Member
Joined: 11-Jan-2004
Posts: 3549
From: Russia

@NutsAboutAmiga

Quote:

Kas1e is optimizing SDL, and showing signs of speeding it up 400% whit software surfaces, 2 x faster whit hardware surfaces for AmigaOS4


Its not i am , its AfxGroup do. I only test it and nothing more :) And those benchmarks are pretty possible that wrong.

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ChrisH 
Re: Gloom Map Specs
Posted on 25-Sep-2010 9:21:54
#62 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@Hattig Quote:
How does the fake chunky copper method work? Redefining the colour palette for each pixel?

Yes, I think something like that, although I have no idea of the details:

Even on an A500 (with OCS/ECS) you could have a background picture shown on the Workbench using the copper, but the "picture pixels" were several pixels wide (like 4 or 8 or something). On an A1200 (with AGA) the copper seems to be able to be faster, so it could change the colour every couple of (low-res) pixels, allowing you to fake a (160x128) chunky display.

Last edited by ChrisH on 25-Sep-2010 at 09:22 AM.

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xeron 
Re: Gloom Map Specs
Posted on 25-Sep-2010 10:02:43
#63 ]
Elite Member
Joined: 22-Jun-2003
Posts: 2440
From: Weston-Super-Mare, Somerset, England, UK, Europe, Earth, The Milky Way, The Universe

@ChrisH

No, copper writes to colour registers are still far too slow for decent resolution on AGA. The trick to "copperscreen" is to have a horizontal gradient from colour 0 to colour 255, then as the rasterbeam gets to the right hand edge of the gradient on each line, you use the copper to set up the colours for the next scanline of graphics.

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ChrisH 
Re: Gloom Map Specs
Posted on 25-Sep-2010 10:07:23
#64 ]
Elite Member
Joined: 30-Jan-2005
Posts: 6679
From: Unknown

@xeron
That's one awesome trick .

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Hattig 
Re: Gloom Map Specs
Posted on 27-Sep-2010 18:12:44
#65 ]
Regular Member
Joined: 11-Mar-2003
Posts: 340
From: Cambridge, UK

@xeron

You can redefine 256 palette entries in that time? Neat.

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Daniel 
Re: Gloom Remake
Posted on 27-Sep-2010 20:08:36
#66 ]
Regular Member
Joined: 6-Mar-2010
Posts: 239
From: Unknown

@Dafs

Looks like a cool project. Gloom was a great game in its own right unlike some of the other Doom clones.

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xeron 
Re: Gloom Map Specs
Posted on 27-Sep-2010 21:50:10
#67 ]
Elite Member
Joined: 22-Jun-2003
Posts: 2440
From: Weston-Super-Mare, Somerset, England, UK, Europe, Earth, The Milky Way, The Universe

@Hattig

Actually I don't think you can do a full 256 pixel wide display (i'm not sure), but you have from the pixel to the right of the previous scanline until the last few pixels of the current scanline to get your new palette in.

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Petah 
Re: Gloom Map Specs
Posted on 27-Sep-2010 22:04:04
#68 ]
Regular Member
Joined: 10-Mar-2003
Posts: 432
From: EU <3 ❤️

Quote:
Even on an A500 (with OCS/ECS) you could have a background picture shown on the Workbench using the copper

Screenshots or it didn't happen .

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Yssing 
Re: Gloom Map Specs
Posted on 6-Dec-2010 23:40:28
#69 ]
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Joined: 24-Apr-2003
Posts: 1084
From: Unknown

Any updates??? :)

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Dafs 
Re: Gloom Map Specs
Posted on 27-Dec-2010 19:36:57
#70 ]
Member
Joined: 16-Apr-2004
Posts: 47
From: UK

@Yssing

Sorry for late reply.

Added wall->player collision.
Found a method for doing Gloom-like subtractive fog without using shaders, does require OpenGL 1.4 extensions though.
Added Gloom picture loading and some front-end stuff.
Set up an amiga cross-compiler. Haven't tried compiling X-Gloom yet.

Unfortunately I haven't had a whole lot of free time and the gaming bug hit around November and have been somewhat distracted by Call of Duty.

I'll make it my new years resolution to use my evenings a bit more productively.

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Plaz 
Re: Gloom Map Specs
Posted on 28-Dec-2010 1:06:35
#71 ]
Super Member
Joined: 2-Oct-2003
Posts: 1573
From: Atlanta

@Dafs

Your vids look great and it's cool to see those maps re-rendered. Hope you're able to keep the project going.

Plaz

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eliot 
Re: Gloom Map Specs
Posted on 29-Dec-2010 9:33:33
#72 ]
Member
Joined: 28-Dec-2010
Posts: 10
From: Unknown

Really cool project.
If you are using OpenGl 1.4 it should compile on MorphOs too.

Gloom Deluxe is my favorite Amiga first person shooter
(besides Nemac 4 CDRom version).

Good luck!

regards
eliot

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pavlor 
Re: Gloom Map Specs
Posted on 29-Dec-2010 9:36:59
#73 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9578
From: Unknown

@eliot

Welcome!

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eliot 
Re: Gloom Map Specs
Posted on 28-Jul-2011 14:55:38
#74 ]
Member
Joined: 28-Dec-2010
Posts: 10
From: Unknown

@Dafs

Any news?
Can i access the source code?
Perhaps i can help you and doing the morphos port?!
Do you use any svn repo?

regards
eliot

Last edited by eliot on 28-Jul-2011 at 02:58 PM.

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Jupp3 
Re: Gloom Map Specs
Posted on 28-Jul-2011 15:26:42
#75 ]
Super Member
Joined: 22-Feb-2007
Posts: 1225
From: Unknown

@eliot

Quote:
Any news?
Can i access the source code?
Perhaps i can help you and doing the morphos port?!
Do you use any svn repo?

I might be able to help aswell. In addition, I have quite a bit of OpenGL experience, so I might be able to help with some things.

Not too much free time though...

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Arko 
Re: Gloom Map Specs
Posted on 29-Jul-2011 5:56:34
#76 ]
Super Member
Joined: 17-Jan-2007
Posts: 1989
From: Unknown

@Jupp3

According to Daf's answeres he used no OpenGL

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eliot 
Re: Gloom Map Specs
Posted on 29-Jul-2011 7:20:18
#77 ]
Member
Joined: 28-Dec-2010
Posts: 10
From: Unknown

@Arko

According to Daf's answers, he is using OpenGl 1.4 and SDL.

regards
eliot

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