1mhz C64 is therefore not worth thinking about.
This seems to be the motto of some of the SuperCPU users. Yet they
don't realize the SuperCPU is dependent on the C64 even if the C64 is
just used as a "keyboard" for the SuperCPU.
Okay, so the award for the most technically naive post of the thread goes to... =-)C64's
The 3D Construction Kit isn't anywhere *near* the complexity of a Doom engine, certainly the display rendering will be far more intense; remember that we're not talking about flat planes which are just a couple of boundaries and a fill, this is texutre mapping and then you've got to get
the output from the rendering written to the screen in some way. The
display system (this, as pointed out elsewhere, doesn't apply to theC-One)
*doesn't* lend itself to writing pixels in very well, the half FLI engines sort of simulate the PC's display so that they can get away with what they do, as i said that option is null and void the minute you're actuallyall
writing to the bitmap. And that's *before* any colour boosting is added
(i'm not even talking about touching the attribute data yet) as well as
the fun of the fair to be gained from juggling with the WAD file...when
To be honest, i *do* think it would be possible (speaking as a layman when
it comes to that kind of engine) but it's *certainly* not as easy as you
seem to think and there must be a reason why it's not been done so far
there are four engines that can be joystick controlled on the stock boxand
several more on rails.
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The "MIPS rating" doesn't say anything about the speed of a CPU. Forexample,
the 80386 can has divide and multiply instructions on chip, whereas the816
must emulate these in software. The 386 handles 32 bit quantities with one instruction while the 816 needs several instructions to do the same. So itis
completely useles to compare the number of instructions a specific CPU isable
to execute per second.
Regards
The aim is for at least 16 levels.
I can't answer this question as I don't know about disk compression.
A better option would be for the game to be on CD-Rom, as the IDE64 is available and compatible with the SuperCPU.
It is definately impossible then on a 1mhz 6502 based system, so settingthis
challenge for an unexpanded, 1mhz C64 is therefore not worth thinkingabout.
"Ramlink666" <ramlink666@aol.com> wrote in message news:20040125121624.24705.00000723@mb-m13.aol.com...with
The difference is that WiNGS was started by coders who just got *on*
onit; during the SuperCPU's lifespan to date, why hasn't anyone just got
thatwith a Doom engine...?
There is no specific doom-type engine, however the 3d Construction Kitunder
the SuperCPU's control is really good to use. I can't see, therefore,
itC64's
is impossible.
Okay, so the award for the most technically naive post of the thread goes to... =-)
The 3D Construction Kit isn't anywhere *near* the complexity of a Doom engine, certainly the display rendering will be far more intense; remember that we're not talking about flat planes which are just a couple of boundaries and a fill, this is texutre mapping and then you've got to get
the output from the rendering written to the screen in some way. The
display system (this, as pointed out elsewhere, doesn't apply to theC-One)
*doesn't* lend itself to writing pixels in very well, the half FLI engines sort of simulate the PC's display so that they can get away with what they do, as i said that option is null and void the minute you're actuallyall
writing to the bitmap. And that's *before* any colour boosting is added
(i'm not even talking about touching the attribute data yet) as well as
the fun of the fair to be gained from juggling with the WAD file...when
To be honest, i *do* think it would be possible (speaking as a layman when
it comes to that kind of engine) but it's *certainly* not as easy as you
seem to think and there must be a reason why it's not been done so far
there are four engines that can be joystick controlled on the stock boxand
several more on rails.
This seems to be the motto of some of the SuperCPU users. Yet they
don't realize the SuperCPU is dependent on the C64 even if the C64 is
just used as a "keyboard" for the SuperCPU.
Perhaps you took a small bit of what I said and responded to that?
How? There is no way to work around the color limitations of the VIC. Of course something like FLI could be use. But it needs a real lot of CPUpower
just to keep the graphics on screen, and there's still the limit of 16colors
total and the limited screen resolution.will
Forget that. Doom needs about 20fps to be playable. This means that you
need to copy the whole screen 20 times per second. The VDC is simply notfast
enough to do that.video
While the CPU is the same, the big difference is the video output. The
resolution, the available colors and the weird pixel addressability arethe
killer reasons why DOOM will NOT run on a C64. All these reasons will goaway
with the C-1. There's still the slow CPU, but this is a problem thatmay(!) be
worked around by some clever ASM programmers and stripping down thefeature
set.
This game is
possible! It may not be everything the ibm PC port is but it IS
possible.Just because it hasnt been done before means absolutely nothing.
The nay
sayers are always the ones that cant program but think they know everything.
uz@trixie:~/dl/tmp/legacy-1.41$ l doom.wad doom2.wad
-rw-rw-r-- 1 uz uz 12281189 8. Nov 22:58 doom.wad
-rw------- 1 uz uz 14604584 9. Nov 20:28 doom2.wad
The WAD file for Ultimate DOOM has 12 megs, the DOOM II WAD file has 14 megabyte. I have no idea how this could fit on a FD2000:-)
The aim is for at least 16 levels. Say the game for FD is spread over 8disks.
I can't answer this question as I don't know about disk compression. But,for
instance, this is better than many disk sides on a 1541. Most people would probably install their game on their RAMLink or IDE64 anyway regardless ofhow
many disks the game requires.
A better option would be for the game to be on CD-Rom, as the IDE64 is available and compatible with the SuperCPU.
Shaun.
Anyone thinking of creating Doom for the SCPU'd, IDE64'd- C64, dont let jerks like Jason or Ullrich numb your senses. They are full of "ifs, ands
and buts" and dont seem to have a 1/4 of a brain between them.
Just because it hasnt been done before means absolutely nothing.
Instead of typing your frivelous drivel to the group, why dont you put your fingers to good use and start programming? Oh right.... I forgot.... The nay sayers are always the ones that cant program but think they know everything.
Leo wrote:ands
Anyone thinking of creating Doom for the SCPU'd, IDE64'd- C64, dont let jerks like Jason or Ullrich numb your senses. They are full of "ifs,
and buts" and dont seem to have a 1/4 of a brain between them.
I don't know as much about Jason, but AFAICT from his web site, he's
been coding demos for Commodore 8-bits for some 15 years.
Who will buy a SCPU, an IDE64, and pay money for a game that is the sameas a
10 year old PC game, just slower and with a lot worse graphics? Especiallyif
much improved versions of this game are available on the net for free?with
I would say the DOOM protagonists are the non programmers. Every C64 programmer knows about the display resolution and available colors. DOOM
half the resolution and just 4 colors per character cell - get real! Doyou
know how many colors you need just for the shadows and light effects?Like
Why not try something that has at least a small chance to get realized?
porting Wolf3D to the C-1?
Regards
I do own a SCPU, but thinking of a DOOM clone in 160x200 with 16 colors (4 colors within each 8x8 square) makes me laugh. I'm running Legacy Doom on my
I don't know as much about Jason, but AFAICT from his web site, he's
been coding demos for Commodore 8-bits for some 15 years.
doom.wad has ~40 levels, doom2.wad 32, so even with just 16 levels theyare
too big for a FD2000.memory
You cannot compress the data, because the wad file is not loaded into
as a whole. Compressing the data would slow down things considerably,whenever
the wad file is accessed within the game.
Requiring an IDE64 would be a good idea. The CMD HD will probably too slow because of the serial bus.
Who will buy a SCPU, an IDE64, and pay money for a game that is the sameas a
10 year old PC game, just slower and with a lot worse graphics? Especiallyif
much improved versions of this game are available on the net for free?
I would say the DOOM protagonists are the non programmers. Every C64 programmer knows about the display resolution and available colors. DOOMwith
half the resolution and just 4 colors per character cell - get real! Doyou
know how many colors you need just for the shadows and light effects?
Why not try something that has at least a small chance to get realized? Like >porting Wolf3D to the C-1?
I think it's more for people who already own a SCPU and other things, orto
help stimulate those people who are thinking about getting one anyway.been
C64 graphics mode workarounds have been done for as long as the C64 has
around, and basic lighting effects with gouraud shading and bump mappingare
old hat by now. Obviously, pixel-for-pixel rendering comparable with thethey
VGA version is impossible, but I for one think it'll be interesting to see how far people actually do get along with this project, and what tricks
use along the way.
The only people really *qualified* to offer opinions are guys like >Graham/Oxyron, the Noname team, Cameron and so forth 'cos they've *done* the >engines in chunky modes before. Certainly comparing the 3DCK engine to >Doom's is like comparing a Sinclair C5 to a Ferarri; both get the job done >but one just looks a thousand times better and is far more complex under the >hood. Leo, feel *free* to prove the quarter brain club wrong; as Michael >points out us two jerks aren't exactly novices when it comes to the breadbin >(well i am, but Ullrich isn't! =-) and if you feel you can do a better job >then the SuperCPU-specific Virtual Assembler is available as a download from >www.protovision-online.de and we've already had pointers to the Doom WADs
and source. How long d'you reckon you'll need?
Allan isn't looking at it from a technical point of view
Why set challenges in the first place then? We don't want to make it easy.
At the end of the day, I have money to spend, and I want to see a C64 version of Doom exist using the SuperCPU. And Yes, I will continue to spend my money on
my C64. People have a free will, and can do what they like.
BTW - I will personally put in a further â?¬200 if you take up this challenge Uz. That would be â?¬500 currently up for grabs, and the challenge is less than
1 month old already.
Nobody was comparing the 3d Construction Kit to anything. I simply pointedout
how well that run (under the SuperCPU's control) for a 3d enviorment thatdates
back to 1987/88.
The same offer goes to you Jason. Take up this challenge (before Uz), andI'll
personally put in another ?200.
Besides that, I cannot remember a successful CBM project designed by a commitee. Great projects of the past were started by knowledgeable peoplewho
wrote code for themselves, and went public when they had something toshow.
This made sure that the project specs were realistic.
rendering to a stock 160x200 bitmap
"UvB" == Ullrich von Bassewitz <uz@spamtrap.musoftware.de> writes:
Maybe someone should recreate two or three scenes from the first
level of DOOM as static images, so people can get a feeling how
the results will look.
"UvB" == Ullrich von Bassewitz <uz@spamtrap.musoftware.de> writes:
Maybe someone should recreate two or three scenes from the first
level of DOOM as static images, so people can get a feeling how
the results will look.
Here are a few quick and dirty conversions:
http://www.cling.gu.se/~cl3polof/doom64/
I haven't actually bothered to restrict it to 4 colours per 8x8, so
some of these actually look a little bit better than they'd do on a
real C64.
160x200: MC FLI. Too slow to be usable.
80x200: AFLI with $f0 bitmap. Possibly fast enough.
80x200-stag: Same as above, but with a black mask.
80x50: Chunky 4x4. No probs.
2x4: Interlaced 4x4. Also fast enough.
ifli: Interlaced MC FLI. Even slower than plain FLI.
iafli: Interlaced 80x200.
Now to be fair you could spend time retexturizing, and movement adds a
lot more perceived resolution,
but I have to say that I'd much rather
play the original on a $50 486, instead of on my C128 with SuperCPU.
Using sprites for the enemies would make them standout more clearly from
the background at low resolutions. I can imagine that lowering the vertical resolution (160x100 or 80x100) would save a few cycles. Also some processor time could be saved by not using FLI on the bottom part of the screen where the scores are displayed.
BTW: Is the SCPU fully occupied when doing FLI? It would be interesting to know how much processor power is actually lost just for displaying the graphics.
May I point out that I have never actually played Doom on any platform. My favourite type of game is horizontally scrolling shoot 'em ups...
...and as Metal Dust is on the verge of release, it would be prettypointless
asking for such a game for the SuperCPU.
Nothing motivates people like money in my experience.
I would say the DOOM protagonists are the non programmers. Every C64 >programmer knows about the display resolution and available colors. DOOM with >half the resolution and just 4 colors per character cell - get real! Do you >know how many colors you need just for the shadows and light effects?
Leo <commodore128@hotmailspamtrap.com> wrote:nothing.
This game is
possible! It may not be everything the ibm PC port is but it IS possible.Just because it hasnt been done before means absolutely
Who will buy a SCPU, an IDE64, and pay money for a game that is the sameas a
10 year old PC game, just slower and with a lot worse graphics? Especiallyif
much improved versions of this game are available on the net for free?everything.
The nay
sayers are always the ones that cant program but think they know
I would say the DOOM protagonists are the non programmers. Every C64 programmer knows about the display resolution and available colors. DOOMwith
half the resolution and just 4 colors per character cell - get real! Doyou
know how many colors you need just for the shadows and light effects?Like
Why not try something that has at least a small chance to get realized?
porting Wolf3D to the C-1?
Regards
Uz
160x200: MC FLI. Too slow to be usable.
I apologize to you both for the way I expressed my feelings yesterday.
Doom is an absolute favourite game of mine and of course the C64 is an absolute favourite computer of mine too so I got a little out of control. I heard the so-called "experts" saying it couldnt be done when I *just* know
it can be done regardless of how the final product really looks or feels. Again I'm sorry for spouting off that way to you both.
let jerks like Jason or Ullrich
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