Doom on z80

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By erpirao

Paragon (1101)

erpirao's picture

30-10-2020, 20:16

Randam wrote:

And if you go gfx9000? would that improve playability?

The V9990 is much faster than the 9958, but I think the interesting thing is you know how far the msx2 (or in this case the turboR) goes

By Randam

Paragon (1037)

Randam's picture

31-10-2020, 06:33

True and I am all for that, but if a v9990 makes it much more doable and actually results in a game I also would like that.

By wouter_

Champion (437)

wouter_'s picture

31-10-2020, 10:33

Randam wrote:

And if you go gfx9000? would that improve playability?

It's been a very long since I (helped) develop this code. But if I remember correctly the main bottleneck was not the VDP but the CPU (R800). So switching to gfx9000 won't help that much.

By Manuel

Ascended (17062)

Manuel's picture

31-10-2020, 10:48

ARTRAG wrote:

It could go close enough to be playable
But it needs a lot of work to get a full game

I have the feeling ARTRAG is not talking about work on the rendering engine, but more work on content creation and details about the engine to make it a game (open doors, keys, health, weapons, etc.)

By erpirao

Paragon (1101)

erpirao's picture

31-10-2020, 22:32

I just did a test with the webMSX, which allows speeding up the vdp or the cpu, and I have put the VDPx4 (1/2 that of the 9990), the minimum frames have risen to 17, and I have quite high maximums.

you are very right and a proof is the doom they are doing for the amiga500.
doom amiga500


Enlighted (6453)

ARTRAG's picture

01-11-2020, 09:46

In order to get a game from the current demo one should add doors, interaction with switches, sprite spawning and AI, interaction with sprites, weapons and bullets, level generation...

By msd

Paragon (1404)

msd's picture

01-11-2020, 11:12

The CPU might be the biggest bottle neck, however there are less cycles wasted by waiting for the VDP when using the V9990. Also in cases you need less instruction due to simpler register setup of the v9990.

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