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Frank B wrote:I think the ST blitter acts like a 68000 on the bus. It has all the same pin outs. It might be possible to just fit it on a CPU breakout card on the Amiga. It was possible to retrofit to earliest ST models. That would give you full blitter access to fast ram for storing sprites. No idea if that would be feasible but it would be a really good hack!
Anima wrote: ...
Any MC68000 equipped machine with a clock lower than 12 MHz won't be able to get a "arcade perfect" port.
However, the reason to port this game to the Atari STE is to hope that the "best case" scenario in game is always less performance demanding than the "worst case". Keep in mind that the CPS1 CPU is almost completely busy handling the enemy "AI" even without having to care about drawing sprites and tiles. Especially cases with high sprite numbers you will notice a drop of frames per second on this port for sure. So in conclusion the only good target for any CPS1 port ist the Atari Falcon030 and I am not even talking about an "arcade perfect" but "gameplay perfect" port. ...
Anima wrote:However, the reason to port this game to the Atari STE is to hope that the "best case" scenario in game is always less performance demanding than the "worst case". Keep in mind that the CPS1 CPU is almost completely busy handling the enemy "AI" even without having to care about drawing sprites and tiles. Especially cases with high sprite numbers you will notice a drop of frames per second on this port for sure. So in conclusion the only good target for any CPS1 port ist the Atari Falcon030 and I am not even talking about an "arcade perfect" but "gameplay perfect" port.
Anima wrote:Ok, it seems that the discussion is quite going to an expected direction. To calm down the audience I'll give you some facts:
Any MC68000 equipped machine with a clock lower than 12 MHz won't be able to get a "arcade perfect" port.
Keep in mind that the CPS1 CPU is almost completely busy handling the enemy "AI" even without having to care about drawing sprites and tiles.
Especially cases with high sprite numbers you will notice a drop of frames per second on this port for sure. So in conclusion the only good target for any CPS1 port ist the Atari Falcon030 and I am not even talking about an "arcade perfect" but "gameplay perfect" port.
Some notes about the Amiga: no, I don't see any reason why the Amiga would have an advantage against the Atari STE. The main problem here is indeed the amount of RAM for graphics/sprites and simply the speed of the CPU. There's no reason to think that the custom chipset of the Amiga will give it an edge over the Atari STE since the Amiga is stuck in its limited design.
+AtariZoll wrote:P.S. talking about running it on 68030 - I have pretty much experience in fixing 68000 code for - that includes stackframe related, and so called pipeline related ones. Later means that code will not work properly on 68030 if write only few bytes ahead in RAM - CPU will get old content, because it is already in CPU pipeline.
+rj1 wrote:Very interesting project.
Will faster machines take advantage and give more FPS in your port?
Is it possible to add some kind of benchmarking attract mode with measured FPS rate at the end - I would like to try on our in-progress 030 STE card.
dhedberg wrote:Yes! Would be great if the port would take advantage of the Falcon030, at least the 030 at 16Mhz? Pretty please?
dlfrsilver wrote:yes i guess versions most possibly complete would be on Falcon and 1200 anyway.
It would be the same if you wanted to port Art Of Fighting / neogeo on Atari STe or Falcon (i have the full source code 68000 for this one ahaha).
Cyprian wrote:Estrayk, check user "AnimaInCorpore"
dlfrsilver wrote:Anima is with no doubt a great coder.
Estrayk wrote:dlfrsilver wrote:Anima is with no doubt a great coder.
Yes, they are still discussing if it would be possible to do what it does in an a500 and apparently everyone thinks they would need a 1200. it's fun to see how they look for a solution. Seems the 512k chip RAM is a big problem for them.
P.D. I love both platforms, don't judge me.
keops wrote:Anima: excellent. Do you have a page where you sum up the technical aspect of the project or your work in general ?
calimero wrote:It looks great! You use same palate for entire map (everything we saw in video)?
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