Search found 38 matches
- Mon Mar 06, 2017 12:34 am
- Forum: Homebrew Development
- Topic: 3DO Doom succesfully compiled (but no way to run it)
- Replies: 72
- Views: 97678
Re: 3DO Doom succesfully compiled (but no way to run it)
Yes, here it is, I just opened a public bitbucket repository with the code so far. https://bitbucket.org/Optimus6128/3donewprojdoomsource I have a separate bench.c/h with the bar code, then it's used by calling startBenchPeriod and endBenchPeriod between the code part I want to test like in rmain.c ...
- Sun Mar 05, 2017 6:27 pm
- Forum: Homebrew Development
- Topic: 3DO Doom succesfully compiled (but no way to run it)
- Replies: 72
- Views: 97678
Re: 3DO Doom succesfully compiled (but no way to run it)
Thanks for the files and all the information. I would love to try get used with the whole process and make some tests soon. Btw,. this is my first video of investigating the performance, and little experiments with lowres floor/wall quality settings I am testing, to see if they improve (they only do...
- Fri Mar 03, 2017 11:33 pm
- Forum: Homebrew Development
- Topic: 3DO Doom succesfully compiled (but no way to run it)
- Replies: 72
- Views: 97678
Re: 3DO Doom succesfully compiled (but no way to run it)
If you want to change the flushing value, at threedo.c there is #define CCBTotal 0x200. I have managed to set it to something like 0x1000 and still fits in memory. I also managed to count the CCBs per frame by increasing a counter in every function that adds ccbs, and it can go from 240 to 1500 in w...
- Thu Mar 02, 2017 8:11 pm
- Forum: Homebrew Development
- Topic: 3DO Doom succesfully compiled (but no way to run it)
- Replies: 72
- Views: 97678
Re: 3DO Doom succesfully compiled (but no way to run it)
I have seen the video, I am not sure why the monsters are so slow, don't know if it's the ram or some other bottleneck. If it was the memory, it would have possibly crashed? Although there is a place in code where it's rendering all the stuff in batches, and when it reaches a certain amount of cels,...
- Tue Feb 28, 2017 9:32 pm
- Forum: Homebrew Development
- Topic: How 3D on the 3DO really works... ?
- Replies: 17
- Views: 23926
Re: How 3D on the 3DO really works... ?
Btw, the code I posted about memory, won't report anything in Doom. The reason is, another memory manager is used in Burgerlib that cancels the one from the system. But the good news is there is also a function to get the available memory in Burgerlib. And it's much easier. You only need to add two ...
- Sun Feb 26, 2017 2:47 pm
- Forum: Homebrew Development
- Topic: How 3D on the 3DO really works... ?
- Replies: 17
- Views: 23926
Re: How 3D on the 3DO really works... ?
Welcome aboard, Optimus! I'm adding a new types of monsters and other objects in Doom. I think that at some point RAM became full (some freezes and frequent CD reading occurs). Could you make some kind of progress bar for RAM? It will be very helpful. Now I'm thinking how to use sounds quickly with...
- Sat Feb 25, 2017 8:08 pm
- Forum: 3DO Main Forum
- Topic: Introduce yourself.
- Replies: 825
- Views: 2874864
Re: Introduce yourself.
Hi all, I just managed to subscribe to this forum, so I think it's time to introduce myself. I am a greek guy, currently residing in UK. In my hobby I used to collect retro computers and console, write code for few of them, usually demoscene stuff, although I am more interested for homebrew gamedev ...
- Sat Feb 25, 2017 12:02 pm
- Forum: Homebrew Development
- Topic: How 3D on the 3DO really works... ?
- Replies: 17
- Views: 23926
Re: How 3D on the 3DO really works... ?
Hello all! I managed to approve my account finally. Thanks for posting the link to my entry btw. It's very exciting for me to come back to 3DO coding. I have few plans for that future. One is to try to understand everything about the Cel structure, make some performance benchmarks I have in mind, an...