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Enjo
Re: Mercenary 2 and 3 with OpenGL
Sun Feb 18, 2018 23:30
89.25.234.85

The goal you're trying to achieve is on my long term todo list.

MMDClone is a result of reverse engineering at first. Then the routines were packed in more or less OOD C++, still having many inline assembly, which make it hard to port. It used to be a problem for PowerPC processors. Then the problem disappeared after Apple decided to use Intels, but then again with the advent of Raspberry Pi, removing the assembly inlines is still a relevant job to do.

Your division of the game aspects is similar to mine.
The games take very little CPU power, so adding OpenGL won't be the game changer. It's just about increasing the frequency of certain timers.

  • Mercenary 2 and 3 with OpenGLAndreas Eversberg, Sun Feb 18 03:25
    Many years ago I asked for the source code of MDDClone. My goal was to add OpenGL support for Mercenary 2 and 3 with increased resolution and frame rate. Later I wanted to improve graphics. I wonder... more
    • Re: Mercenary 2 and 3 with OpenGLAndreas Eversberg, Sat Feb 24 03:38
      Instead of rewriting the game or using MDDClone, I tried this approach: I compiled an m68k emulator source code together with some SDL code and the game binary. I let the emulator execute the machine ... more
      • Making progressAndreas Eversberg, Sat Feb 24 09:59
        Image is good (filtered in this case), now sound....
        • WowEnjo, Sat Feb 24 10:07
          Nice one. How did you do it in a nutshell? Did you dissasemble the binary?
          • Re: WowAndreas Eversberg, Sat Feb 24 11:04
            Hi Enjo, I made an old disassembly back in the late 90's. I used it to reverse-engineer the code. In my current work I use the binary only and let it interpret with the CPU emulation. I found the... more
            • Re: WowEnjo, Sun Feb 25 01:40
              Interesting. Aren't there any noticeable slowdowns due to emulation?
              • Re: WowAndreas Eversberg, Sun Feb 25 12:15
                A few thousand emulated instructions per frame is not much for a modern CPU. Paul did the rendering very efficient. planar2chunky with 320x200 and sound re-sampling is not a big deal also.
    • Re: Mercenary 2 and 3 with OpenGLsparkynz74, Sun Feb 18 23:38
      Good luck with that Andreas. I have tried and tried to get a response from the MDDClone author but he never answered. After that I decided to try disassembling the Amiga version of Mercenary and... more
      • Re: Mercenary 2 and 3 with OpenGLEnjo, Mon Feb 19 22:48
        "I reckon it would be good to have the option of wireframe or simple filled polygons to had some solidity to it." As far as I remember, the game data contains the vertices only, without any... more
    • Re: Mercenary 2 and 3 with OpenGL — Enjo, Sun Feb 18 23:30
      • Re: Mercenary 2 and 3 with OpenGLsparkynz74, Sun Feb 18 23:42
        Enjo, isn't is just as easy to rewrite the whole game engine in your favourite language (C++) and load the Amiga binary data into memory. Then you can just access the various parts of the Amiga... more
        • Separation of conceptsEnjo, Mon Feb 19 22:51
          The data is available almost in cleartext, so no - a memory dump wouldn't be reasonable, at least for me. But through a clear separation of concepts, it will be easier to renew the old routines into... more
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