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- Path: informatik.tu-muenchen.de!fischerj
- From: fischerj@informatik.tu-muenchen.de (Juergen "Rally" Fischer)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Demo/game to OS frien
- Date: 26 Jan 1996 18:02:57 GMT
- Organization: Technische Universitaet Muenchen, Germany
- Distribution: world
- Message-ID: <4eb50h$f34@sunsystem5.informatik.tu-muenchen.de>
- References: <4e8h9j$mp5@sinsen.sn.no>
- NNTP-Posting-Host: hphalle5.informatik.tu-muenchen.de
- Originator: fischerj@hphalle5.informatik.tu-muenchen.de
-
-
- In article <4e8h9j$mp5@sinsen.sn.no>, tbk@sn.no (Thore Bjerklund Karlsen) writes:
- |> (Michael van Elst)
- |>
-
- |> Give me a reason I shouldn't believe it. Get VBR, do a LoadView(0),
- |> set the DMA you need, set the interrupts you need, do a Forbid(). You
- |> don't really need much more to get it working. After you are finished,
- |> just put everything back the way it was.
-
- The only thing your demo will need is the "Loadview(0)".
- seems that copper stuff can't be done with OS.
-
- But forget vbr, interrupt severs work well. Blitter usage is also no
- problem, you can even own() it.
-
- Forbid() seems to be replacable by the task run at hi pri (let user
- select pri level) and a input-handler.
-
-
- |> Reality proves me right. The only compatibility problems I have had
- |> was with a player that played twice as fast as it should on 040, but I
- |> didn't make it. As far as I know, all my code works on machines up to
-
- I heard about a mod-player using audio-device, I don't know how efficient
- it is.
-
- |> No, I'm not. I'm interested in GOOD software. I don't want a demo or
- |> game that "simply works". I want a GOOD demo. I want a GOOD game. I
- |> don't want to watch dot-routines with 20 dots in a frame, because they
- |> use PutPixel() or whatever (I don't even know the name) to make it
- |> "simply work". Whether I want to watch dot-routines at all is another
- |> matter.. :)
-
- Well, I agree games need to go efficient way, but as I said,
- the only non-OSy thing you need to do is owning the copper.
-
- Not putpixel, but just render to chipmem when chipset present,
- writepixelarray8 when gfx-card selected.
-
- It really is a problem to get copperdemos on gfx-cards, but then
- that's not the aim.
-
- All those chunky games working full speed on AGA and also on gfx-cards,
- that's the real thing to be discussed.
-
- |>
- |> >>Things like demos/games obviously need their processing power
- |> >>for themselves.
- |>
- |> >Rubbish.
- They need the cpu power.
-
- |>
- |> .. if you want a stunning demo/game.. Not WBTris or similar.
- You get the cpu power without OS shutdown.
-
- |>
- |> >>We simply don't have powerful enough machines to do it otherwise (yet).
- |>
- |> >Again: RUBBISH.
-
- No, lot's of A1200 users like the demos. well, demos don't care.
-
- But same goes for games, lots of A1200 around, and the "need to
- upgrade for this game" sticker doesn't currently work on the
- Amiga market.
-
- I see that there won't be so much upgraded machines either,
- if the games won't work on them.
-
- |>
- |> Not at all. Not everybody is rich, you know. Do you seriously believe
- |> that a standard A1200 would have had any great games if everybody used
- |> the OS? I dare you to name ONE great game using *only* the OS!
-
- Well, the thig is, as I said, when done correct, everything except copper
- can be done OS-compatible.
-
- The reason why you don't see such Games is most companies still do
- it the A500 way. But I see a nice turn in game market, they make it
- compatible.
-
- BTW gloom is a game that is slow because of it's routines, select
- hardware-takeover and you gain nothing noticable on vanilla A1200
- vs running in OS mode.
-
- |>
- |> >For your kind you will NEVER have powerful enough machines and it is
- |> >really fascinating that your kind always IGNORES machines that are more
- |> >powerful.
- |>
- |> Oh, I ignore machines that are more powerful?â•—Nothing could be further
- |> from the truth.
- |>
- |> >>In a perfect world everybody would use the OS.
- |>
- |> >A perfect world would probably reduce the EGO of the beloved c00l
- |> >c0d3rz.
-
- It depends. you can still have your challenge in doing fast rendering
- routines. But true, it is fun to do things considered impossible,
- and for example Sanitys fake 1x1 24bit 50Hz almost fullscreen floormapper
- won't be possible using OS only. It is a routine by a indeed C000l C0d3r,
- it just made me and my friends (PCers) go "oooooh".
- I think you can live with a demo beeing AGA-only, the question is,
- as I said, rather Games on both AGA & gfx-card, and for chunky
- games the question is imho already just solved.
-
- Well, what about paralax scrollers, lowlevel.lib is said to be
- able to do it (and this means no blank between vports, if C=
- would not have slept I could do blitterscreen now OS compliant!
- take this!).
-
- Not using vports, but blitting planar bitmaps to a gfx-card screen
- should enable p2c hardware and solve the problem.
-
- major problem imho: how to get bitmaps into fastmem ?
- I guess using gfx-cards I just can allocmem(fast) but
- I know I'll be told that's c0d3r style...
-
- solutions for the paralax on gfx-card story ?
-
- changing rendering routines to chunky for gfx-card support
- is too much work for game companies btw.
-
- |>
- |> Do you seriously believe that we WANT incompatibility? I wouldn't mind
- |> using DrawPhongPolygon() or NiceGamePlease() at all! The point is: We
-
- heehee :) I would mind it if it was a routine written by a
- ElIt3 D3v3l0pp3r :D It would jerk like hell on a A3000 with gfx-card ;))
-
- |> don't have fast enough machines to make stunning realtime-effects using
- |> only the OS. Well, not EVERYBODY has. We can't use general routines
- |> for everything, it's simply not good nor fast enough.
- |>
- |> __
- |> \\\__ Thore B. Karlsen % tbk@sn.no % C64-C128D-A1200-A2000C
- |> \XX/ Wowbagger/AFL&SSN % -c0d3r- % A1230/50MHz-2C4F/340MB
- |>
- |> Ezek.4.12: And dou shalt feed da bud it as barley cakes, and dou shalt
- |> bake it wid dung dat comed out uh man, in deir sight.
- |>
- ------------------------------------------------------------------------
- fischerj@Informatik.TU-Muenchen.DE (Juergen "Rally" Fischer) =:)
-
-