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Conversions (mostly games) |
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Jeffrey Lee |
Message #97036, posted by Phlamethrower at 12:57, 12/1/2007, in reply to message #97035 |
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And now the game is running Albeit rather slowly so far, but it is in 32bpp 1024x768 and MUCH prettier. Indeed! *applies magic fairy dust to allow daveb to attach files to his messages* |
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Richard Goodwin |
Message #97037, posted by rich at 13:13, 12/1/2007, in reply to message #97036 |
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And now the game is running Albeit rather slowly so far, but it is in 32bpp 1024x768 and MUCH prettier. Indeed! *applies magic fairy dust to allow daveb to attach files to his messages* Yes, that might help Maybe I should have checked that before unleashing the awesome power of the BBC BASIC demanding pics. ________ Cheers, Rich.
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Dave Brown |
Message #97043, posted by daveb at 18:52, 12/1/2007, in reply to message #97037 |
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Yes, that might help Maybe I should have checked that before unleashing the awesome power of the BBC BASIC demanding pics. There you go There is still a bug that causes a crash on changing map but, I'll work on that tomorrow and then hopefully provide an update to the source.
Incidentally, if anyone fancies adding DMA support to Iyonix Mesa I suspect that this would improve the performance a bit. Tho not as much as getting softfloat support going in a compiler that I could use
[Edited by daveb at 18:57, 12/1/2007] |
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Simon Wilson |
Message #97048, posted by ksattic at 21:44, 12/1/2007, in reply to message #97043 |
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Yay!
This has urged me to get DMA support working again.
Note that I doubt it will improve the performance at all, since the biggest bottleneck is the floating point code in IyonixMesa, and not the rendering speed itself.
DMA support is necessary though to get those with newer FX cards working.
Dave - any chance you could provide a download link for this?
Edit: while I work on DMA support, can someone either convert Mesa to use fixed point or write an FP Emulator module to use some kind of PCI FPU? Cheers.
I am semi-serious.
[Edited by ksattic at 21:47, 12/1/2007] |
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Jeffrey Lee |
Message #97050, posted by Phlamethrower at 22:02, 12/1/2007, in reply to message #97048 |
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This has urged me to get DMA support working again. Yay!
Note that I doubt it will improve the performance at all, since the biggest bottleneck is the floating point code in IyonixMesa, and not the rendering speed itself. Well, get it working with my card and I'll be able to provide help converting/optimising it |
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Andrew |
Message #97055, posted by andrew at 23:31, 12/1/2007, in reply to message #97050 |
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I take it IyonixMesa is so-called because it is 32bit only?
Screenshot looks fantastic btw. |
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Dave Brown |
Message #97058, posted by daveb at 00:32, 13/1/2007, in reply to message #97055 |
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I take it IyonixMesa is so-called because it is 32bit only?
Screenshot looks fantastic btw. Depending on how it's built it should be able to work back to RPC (but only with software rendering and don't expect it to be fast ) |
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Dave Brown |
Message #97060, posted by daveb at 00:37, 13/1/2007, in reply to message #97048 |
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Dave - any chance you could provide a download link for this? I'll get the sources packaged up tomorrow along with prebuilt libs and object files required to link against IyonixMesa to make it easier to work with. And for the rest of you I'll also provide a fully compiled version. Note it requires a Geforce2MX graphics card and RISC OS 5.10/11 and that it's currently pretty slow and will crash when switching from one map to another (and of course you'll require the commercial Quake2 data files to go with it).
[Edited by daveb at 00:37, 13/1/2007] |
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Andrew |
Message #97062, posted by andrew at 01:31, 13/1/2007, in reply to message #97058 |
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I take it IyonixMesa is so-called because it is 32bit only?
Screenshot looks fantastic btw. Depending on how it's built it should be able to work back to RPC (but only with software rendering and don't expect it to be fast ) No More than willing to test.
[Edited by andrew at 01:31, 13/1/2007] |
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Sion |
Message #97070, posted by blasts of the xtre at 10:06, 13/1/2007, in reply to message #97062 |
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So, how long do you think it will take before a public release of the port? |
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Jeffrey Lee |
Message #97073, posted by Phlamethrower at 11:40, 13/1/2007, in reply to message #97055 |
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I take it IyonixMesa is so-called because it is 32bit only? A more correct term would be Iyonix-only, seeing as the Iyonix is the only machine that can use the GeForce PCI graphics cards. IIRC there was a plan to produce a 3D API for the (ATI?) card that ViewFinders use, but I don't think anything ever came of that.
A port of the Mesa software renderer used to be available, but there is little point in reviving it for Quake because software OpenGL renderers are typically a lot slower than custom renderer would be (Which is why the original version of Quake 2 had both OpenGL support and a custom software renderer) |
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Jeffrey Lee |
Message #97074, posted by Phlamethrower at 11:44, 13/1/2007, in reply to message #97060 |
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(and of course you'll require the commercial Quake2 data files to go with it). I had mine working with the demo files - all you need to do is enter 'map demo1' in the console instead of starting a new game through the menus. If I can't find a RISC OS-friendly copy of the demo levels somewhere on the Internet, I'll upload one myself. |
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Dave Brown |
Message #97077, posted by daveb at 12:19, 13/1/2007, in reply to message #97060 |
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And for the rest of you I'll also provide a fully compiled version. Note it requires a Geforce2MX graphics card and RISC OS 5.10/11 and that it's currently pretty slow and will crash when switching from one map to another (and of course you'll require the commercial Quake2 data files to go with it). Here's a prebuilt version of GLQuake2.
Caveats: Crashes a fair bit Needs RISC OS 5.10/5.11 + Geforce2 MX Needs commercial (or apparently demo) Quake 2 files Pretty slow No sound Leaves lots of dynamic areas behind after quit/crash Doesn't have a very nice icon (replacement submissions welcomed ) Probably lots of other things Oh, and no documentation what-so-ever
Have fun
PS. I appear to have broken the software renderer at the moment so it'll be a while before a version that's compatible with other systems is released.
[Edited by daveb at 12:24, 13/1/2007] |
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Jeffrey Lee |
Message #97079, posted by Phlamethrower at 12:30, 13/1/2007, in reply to message #97077 |
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To get it working with the demo files, all you need to do is download one of the PC demo installers, settype it to &DDC, and copy Install.Data.baseq2 somewhere useful. Then edit !GLQuake2.!Run so that the Dir command points to the directory your baseq2 folder is in. (And remember to 'map demo1' when starting a new game)
For running it with the commercial data, it's pretty much the same, except you'll be copying it from Install.Data on the CD (or your PC).
Also, I should say that I was using SparkFS to extract the demo files. SparkPlug doesn't seem to like it (it's a self-extracting EXE). If anyone needs it, I can upload a plain zipfile.
[Edited by Phlamethrower at 12:43, 13/1/2007] |
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Dave Brown |
Message #97083, posted by daveb at 13:14, 13/1/2007, in reply to message #97060 |
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along with prebuilt libs and object files required to link against IyonixMesa to make it easier to work with. Here are the prebuilt libs and a simple obey file to link them together into an executable (I'm using the latest GCC build as found here: http://www.riscos.info/index.php/GCC_for_RISC_OS). You should be able to replace the libGL file in order to test out newer versions of IyonixMesa, I'm working on putting together a new set of sources. |
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Dave Brown |
Message #97090, posted by daveb at 15:12, 13/1/2007, in reply to message #97060 |
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I'll get the sources packaged up tomorrow Here they are I'll attempt it hosted in a source control system at some point.
[Edited by daveb at 15:38, 13/1/2007] |
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Dave Brown |
Message #97093, posted by daveb at 15:47, 13/1/2007, in reply to message #97070 |
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So, how long do you think it will take before a public release of the port? Technically it's already been publically released
However it's very difficult to say how long it will be until it's fast enough to be properly playable. It also needs a fair bit of tidying up to make it 'consumer grade'. I guess the best thing to do is just watch this space. As they say (Duke Nukem Forever style), it'll be done when it's done |
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Jeffrey Lee |
Message #97095, posted by Phlamethrower at 17:12, 13/1/2007, in reply to message #96925 |
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The only downside is that the timer module it uses isn't 32bit compatible yet (But it's basically an interface to OS_ReadMonotonicTime anyway). It should be trivial to change it to use a different timer (Hopefully one with more resolution!) This is, of course, a lie. The module has already been made 32bit, and uses HALTimer for increased accuracy. |
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Sion |
Message #97096, posted by blasts of the xtre at 18:31, 13/1/2007, in reply to message #97095 |
Suppose you were an idiot. Suppose you were a member of Congress. But I repeat myself.
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So, how about http://quake2.acornarcade.com then? |
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Chris |
Message #97097, posted by cterran at 18:47, 13/1/2007, in reply to message #97077 |
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Many thanks for this, Dave. Caveats noted, but it works |
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Richard Goodwin |
Message #97099, posted by rich at 19:19, 13/1/2007, in reply to message #97096 |
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So, how about http://quake2.acornarcade.com then? I notice there's already a quake.acornarcade.com that just points to the default 1.0 page, but sure, if anyone wants a subdomain, just ask. ________ Cheers, Rich.
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Simon Wilson |
Message #97101, posted by ksattic at 19:24, 13/1/2007, in reply to message #97099 |
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OK, cool, I've got the Q2 files (cheers for that), so I'll take a look tonight. Have to build shelves today. Tonight I will try again to get DMA working.
After that, the best way forward is to write an OpenGL ES (fixed point) module, with SWIs like GL_Clear, GL_DrawArrays, etc, and then write a small wrapper library that provides regular glClear, glDrawArrays, etc, functions to apps. That way it also keeps the app size down.
I know this will be extremely fast, as we have an OpenGL ES driver running on a 400MHz ARM 11 at work. Sadly we can't use that one for obvious reasons... |
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Jeffrey Lee |
Message #97103, posted by Phlamethrower at 19:29, 13/1/2007, in reply to message #97101 |
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I know this will be extremely fast, as we have an OpenGL ES driver running on a 400MHz ARM 11 at work. Sadly we can't use that one for obvious reasons... But if you say it can be done fast (and we believe you ) then it will provide incentive for other people to get involved and make it happen on RISC OS |
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Andrew |
Message #97107, posted by andrew at 20:20, 13/1/2007, in reply to message #97073 |
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I take it IyonixMesa is so-called because it is 32bit only? A more correct term would be Iyonix-only, seeing as the Iyonix is the only machine that can use the GeForce PCI graphics cards. IIRC there was a plan to produce a 3D API for the (ATI?) card that ViewFinders use, but I don't think anything ever came of that.
A port of the Mesa software renderer used to be available, but there is little point in reviving it for Quake because software OpenGL renderers are typically a lot slower than custom renderer would be (Which is why the original version of Quake 2 had both OpenGL support and a custom software renderer) Almost tempted to get an Iyonix for this but on checking the prices find they're still impossibly expensive. |
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Adam Lloyd |
Message #97112, posted by adamlloyd at 21:21, 13/1/2007, in reply to message #97107 |
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Right, my first ever TIB post
A short intro about me: I'm 12 years of age I live in Swansea, Wales and I'm new to the RISC OS scene
I also think it's great that RISC OS has a port of Quake 2 as I think it's a wonderful game and will give me something to do instead of homework
[Edited by adamlloyd at 21:34, 13/1/2007] |
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Simon Wilson |
Message #97190, posted by ksattic at 16:53, 15/1/2007, in reply to message #97112 |
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Hi Adam, you should probably still do your homework, at least until you make it to uni. Then you can safely slack off.
Still working on the DMA version. Took me a day just to reacquaint myself with the code. BTW, it's a *lot* easier to work on drivers when you have two graphics cards, since messing something up doesn't mean you have to reboot! |
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Dave Brown |
Message #97191, posted by daveb at 17:22, 15/1/2007, in reply to message #97190 |
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Looking forward to seeing the results of it.
In other news, I've managed to get cinematics (videos) going again in Quake2 (caused by a stupid bug introduced ages ago).
I've also been in touch with Peter Teichmann and got hold of a 32bit version of the GameUtils module which will make keyboard handling more responsive and will also help out with getting sound going.
I'm currently attempting to get a GCC environment set up that supports softfloat to determine the performance gains we will see. According to Peter Teichmann the softfloat library can get almost as good performance as his custom floating point code that he used for ArcQuake so it will probably be very useful as a quick fix for IyonixMesa until there is time to get a fixed point version produced.
On the OpenGL ES side of things I was wondering if there was an open source implementation in existance, I haven't had much luck in tracking one down. |
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Andrew |
Message #97197, posted by andrew at 20:34, 15/1/2007, in reply to message #97191 |
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Welcome Adam. My finest post-homework memories were playing BBC disk Elite for the first time in 1993-1994.
[Edited by andrew at 20:35, 15/1/2007] |
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Simon Wilson |
Message #97260, posted by ksattic at 02:53, 17/1/2007, in reply to message #97197 |
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Someone broke ar 1.01 in gcc 3.4.6 release 2. It won't do anything besides print its help when I type "ar" on its own. ar -V doesn't even show the version number.
Edit: libfile works. Who changed that then?
[Edited by ksattic at 02:59, 17/1/2007] |
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Simon Wilson |
Message #97261, posted by ksattic at 03:48, 17/1/2007, in reply to message #97260 |
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DMA works for 2D!!! (edit: this is for the FX5200, too!)
Getting 3D going now!
YAY DMA!
[Edited by ksattic at 03:48, 17/1/2007] |
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