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Author Topic: ScummVM v1.3.1 (current version) ported to 68k RTG  (Read 3697 times)

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Offline NovaCoderTopic starter

ScummVM v1.3.1 (current version) ported to 68k RTG
« on: August 24, 2011, 12:42:55 AM »


Requirements:

1) A P96 RTG Amiga with a fast 68060 processor (80Mhz is nice)
2) Some FASTRAM
3) AHI (http://arp2.berlios.de/ahi/)
4) An AHI supported 16 bit sound card will really help but Paula is also ok.
5) This interpreter really hits the hard drive so you'll need a decent transfer rate if you want to play.
6) Some games (or demos!)


It supports a couple of games:

Maniac Mansion
Zak McKracken and the Alien Mindbenders
Indiana Jones and the Last Crusade
Loom
Passport to Adventure
The Secret of Monkey Island
Monkey Island 2: LeChuck's Revenge
Indiana Jones and the Fate of Atlantis
Day of the Tentacle
Sam & Max Hit the Road
Full Throttle
The Dig
The Curse of Monkey Island
Simon the Sorcerer 1
Simon the Sorcerer 2
Broken Sword 1
Broken Sword 2
The Black Cauldron
Gold Rush!
King's Quest I
King's Quest II
King's Quest III
King's Quest IV
Leisure Suit Larry in the Land of the Lounge Lizards
Mixed-Up Mother Goose
Manhunter 1: New York
Manhunter 2: San Francisco
Police Quest I: In Pursuit of the Death Angel
Space Quest I: The Sarien Encounter
Space Quest II: Vohaul's Revenge
Fanmade Games
Mickey's Space Adventure
Troll's Tale
Winnie the Pooh in the Hundred Acre Wood
Castle of Dr. Brain (EGA and VGA)
Codename: ICEMAN
Conquests of Camelot
Conquests of the Longbow (EGA and VGA)
EcoQuest: The Search for Cetus
EcoQuest 2: Lost Secret of the Rainforest
Freddy Pharkas: Frontier Pharmacist
Hoyle's Book of Games 1
Hoyle's Book of Games 2
Hoyle's Book of Games 3 (EGA and VGA)
Hoyle Classic Card Games
Jones in the Fast Lane
King's Quest I (SCI remake)
King's Quest IV (SCI version)
King's Quest V (EGA and VGA)
King's Quest VI (low and hi res)
Laura Bow: The Colonel's Bequest
Laura Bow 2: The Dagger of Amon Ra
Leisure Suit Larry 1 (SCI remake) (EGA and VGA)
Leisure Suit Larry 2
Leisure Suit Larry 3
Leisure Suit Larry 5 (EGA and VGA)
Leisure Suit Larry 6 (low res)
Mixed-up Fairy Tales
Mixed-up Mother Goose
Pepper's Adventures in Time
Police Quest 1 (SCI remake)
Police Quest 2
Police Quest 3 (EGA and VGA)
Quest for Glory 1/Hero's Quest
Quest for Glory 1 VGA remake
Quest for Glory 2
Quest for Glory 3
Slater & Charlie Go Camping
Space Quest I (SCI remake) (EGA and VGA)
Space Quest III
Space Quest IV (EGA and VGA)
Space Quest V
The Island of Dr. Brain
Discworld
Flight of the Amazon Queen
The Legend of Kyrandia
The Legend of Kyrandia: Book Two: Hand of Fate
The Legend of Kyrandia: Book Three: Malcolm's Revenge



Grab from you AmiNet store in the next few days....
Life begins at 100 MIPS!


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Offline Crumb

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #1 on: August 24, 2011, 07:55:01 AM »
Hey!

Using CGX API is quite easy too, you won't have to rewrite much stuff:

I have some old code:

Locking the bitmap:
lockResult=(APTR)LockBitMapTags(myScreen->ViewPort.RasInfo->BitMap,LBMI _BASEADDRESS, &baseScreenAddress,TAG_DONE);

Unlocking it:
UnLockBitMap(lockResult);

Remember to lock and unlock it each frame, if you keep the BitMap locked you could run into problems if CGX or P96 decides to move bitmaps from gfx ram to fast ram :-)

that's all :-)

PS: if you have to perform a memcpy of the whole screen it would be better and more compatible to use WritePixelArray(). If you can give scumm a pointer to the gfx ram and it writes the gfx directly then it will show the advantage.

PS2: I think you should simply advise adding buffers, e.g.:
addbuffers WORK: 2000
and big files will load without problems, just like in ADoom.
« Last Edit: August 24, 2011, 08:03:47 AM by Crumb »
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Offline amigakit

Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #2 on: August 24, 2011, 09:56:30 AM »
Thanks for all your hard work on portIng this.
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Offline nikodr

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #3 on: August 24, 2011, 05:49:28 PM »
What about speed?A very demanding resource game from that list ,how would it perform under a 68060 at 50 ?or under an overclocked 68060 at 80 ?Would a 68040 at 40 do anything?

Of course all this would have to go with a good rtg card and plenty of ram.Can someone post some youtube videos of the mentioned hardware running and booting some of those games?
 

Offline cgutjahr

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #4 on: August 24, 2011, 06:07:47 PM »
Quote from: NovaCoder;655940
Grab from you AmiNet store in the next few days....

It's online now.
 

Offline buzz

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #5 on: August 24, 2011, 08:16:00 PM »
I used guifgx in the past when porting hivelytracker, so that it worked on aga and gfxcard machines (the os4 version was originally p96). I wonder how that would work with scummvm, in regards to performance. might be quite ok at least the library seems to be quick anyway from my tests. (written by a demo scener ;-) )
 

Offline Crumb

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #6 on: August 24, 2011, 09:48:55 PM »
Quote from: buzz;656031
I used guifgx in the past when porting hivelytracker, so that it worked on aga and gfxcard machines (the os4 version was originally p96). I wonder how that would work with scummvm, in regards to performance. might be quite ok at least the library seems to be quick anyway from my tests. (written by a demo scener ;-) )


For demoscene purposes it's not really needed either. You only need the base address of the bitmap for stuff that uses the same pixel format. If you don't want to take care of pixel conversions you use WritePixelArray() and that's all. CGX API provides what you may need.
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Offline NovaCoderTopic starter

Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #7 on: August 25, 2011, 12:38:36 AM »
Quote from: Crumb;656039
For demoscene purposes it's not really needed either. You only need the base address of the bitmap for stuff that uses the same pixel format. If you don't want to take care of pixel conversions you use WritePixelArray() and that's all. CGX API provides what you may need.


The main thing holding me back with adding CGX is that I don't have a system to test it with.   This makes development very difficult and is why I can't add direct chunky 256 color support to ScummVM ECS.
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Offline NovaCoderTopic starter

Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #8 on: August 25, 2011, 12:45:28 AM »
Quote from: nikodr;656022
What about speed?A very demanding resource game from that list ,how would it perform under a 68060 at 50 ?or under an overclocked 68060 at 80 ?Would a 68040 at 40 do anything?

Of course all this would have to go with a good rtg card and plenty of ram.Can someone post some youtube videos of the mentioned hardware running and booting some of those games?


It really depends on what game you want to run and it's not just down to CPU speed either.   For example if you want to play DOTT without MIDI music you only need an 030 where as something like Full Throttle needs a fast 060 and also a fast HD transfer rate (SCSI is ideal).

The 060 AGA version is almost as fast as this RTG port BTW, the only games that really need RTG are the ones that run in SVGA (and the audio is also slightly better with an RTG card because of the CHIPRAM issue).   Obviously some games are always going to be slow on 68k no matter how fast you've clocked the CPU, for example Curse of  Monkey Island needed a Pentium 90 and graphics card when it was released (which kind of puts things in perspective!)

I would also love to see some YouTube videos, there are plenty of AGA/ECS videos but nobody has done an RTG video yet.....

;)
« Last Edit: August 25, 2011, 12:49:46 AM by NovaCoder »
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Offline Crumb

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #9 on: August 25, 2011, 08:19:00 AM »
Quote from: NovaCoder;656048
The main thing holding me back with adding CGX is that I don't have a system to test it with.   This makes development very difficult and is why I can't add direct chunky 256 color support to ScummVM ECS.

CGX code works on both Picasso96 integrated cgx emulation and CGX. You can also add an ASL requester that only shows CGX modes (using a hook) more or less like Picasso96 screenmode requester. BTW, there's a CGX driver for AGA perhaps it helps to test too.

Anyway... I guess you could support both AGA and RTG in the same release, you would only have to choose CGX or AGA routines depending on the opened screen
« Last Edit: August 25, 2011, 08:22:45 AM by Crumb »
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Offline buzz

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #10 on: August 25, 2011, 06:26:32 PM »
Quote from: Crumb;656039
For demoscene purposes it's not really needed either. You only need the base address of the bitmap for stuff that uses the same pixel format. If you don't want to take care of pixel conversions you use WritePixelArray() and that's all. CGX API provides what you may need.


I wasn't suggesting to use it for demo scene purposes. I was just pointing out the library is made by a demoscener (bifat/tek).
 

Offline Ratte

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Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #11 on: September 07, 2011, 11:35:17 PM »
Quote from: NovaCoder;656049
Obviously some games are always going to be slow on 68k no matter how fast you've clocked the CPU, for example Curse of  Monkey Island needed a Pentium 90 and graphics card when it was released (which kind of puts things in perspective!)

I would also love to see some YouTube videos, there are plenty of AGA/ECS videos but nobody has done an RTG video yet.....

;)


http://www.youtube.com/watch_popup?v=u6aChpQNQxo
 

Offline NovaCoderTopic starter

Re: ScummVM v1.3.1 (current version) ported to 68k RTG
« Reply #12 on: September 08, 2011, 12:41:25 AM »
Thanks for that Ratte :)

BTW these are the game's original system requirements

Code: [Select]

System requirements
Pentium 90 MHz processor
16 MB RAM
Video card
DirectX version 5.0 or higher


;)
Life begins at 100 MIPS!


Nice Ports on AmiNet!