Cyprian wrote:just awesome Doug
Code: Select all
muls.l (%[src]),d2:d0; \
move.w d2,d0; \
swap d0; \
muls.l 4(%[src]),d2:d1; \
move.w d2,d1; \
swap d1; \
add.l %[vpx],d0; \
add.l %[vpy],d1; \
move.l d0,(%[dest]); \
move.l d1,4(%[dest]); \
: "=m"(*dest) // FIXED: we're modifying the target pointed by *dest !!!!!!
: [dest] "a"(dest),
: "d0", "d1", "d2", "cc"
Zamuel_a wrote:Do you think it''s possible to make a playable version of Quake 2 on a regular Falcon or will it just be a viewer of the maps? I guess something like 5fps is necessary to call it playable.
Dal wrote:How about targeting this as a CT60-release?
EvilFranky wrote:Probably a stupid question given how much power a 100mhz 060 provides...but would the DSP be any help towards the rendering on an 060 version?
Dal wrote:As an additional thought, if the screen resolution was acquired from the VDI/AES, then the SuperVidel's higher resolutions could be implicitly supported?
Dal wrote:EvilFranky wrote:Probably a stupid question given how much power a 100mhz 060 provides...but would the DSP be any help towards the rendering on an 060 version?
On bus-accelerated machines, I would say yes. Also consider the DSP acts almost as a second 'processor' so can be performing calcs separate to the 060 if I am not much mistaken...?
Eero Tamminen wrote:Regarding audio, does Quake still use MIDI style music content like Doom did?
Zamuel_a wrote:Would Quake 1 be faster to run? I think the engine is more or less the same, but maybe the levels are not so complex?
EvilFranky wrote:By the sounds of it Doug has removed all the dependencies of the FPU from the Falcon version of the engine, converted from floats to fixed point as this is what the DSP excels at.
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