Search found 32 matches

by Optimus
Sat Mar 21, 2020 10:00 pm
Forum: Homebrew Development
Topic: NotSoLameNES speed improvements
Replies: 1
Views: 44

Re: NotSoLameNES speed improvements

I finally made a release of the current verson, where I added a file menu selector (instead of the original code requiring a rom.nes), so you can copy all your NES game roms and select what you wish to run. You just need to copy your roms in a specified directory (read the readme.txt) and then run a...
by Optimus
Sat Mar 14, 2020 10:10 pm
Forum: Homebrew Development
Topic: NotSoLameNES speed improvements
Replies: 1
Views: 44

NotSoLameNES speed improvements

I recently decided to have a look at the original LameNES 3DO port by blabla. I know that was a proof of concept port and also based on an emulator made for educational purposes and not written with speed in mind. So far I have been working for over two weeks in here. Optimized mostly the renderer (...
by Optimus
Fri Nov 08, 2019 9:02 pm
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 10
Views: 3605

Re: OptiDoom 3DO is out!

Good work. Are you just tweaking the engine or do you plan on rebuilding it for speed? It's a bit easier to do little changes on the existing engine, but some of the changes will be like gradually changing parts of the engine. I am not planning to make a brand new engine for this one. I'd rather ma...
by Optimus
Sun Aug 04, 2019 10:26 pm
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 10
Views: 3605

Re: OptiDoom 3DO is out!

Just to let you know, the new version(0.2) of OptiDoom is out! Just have a look at the OptiDoom page. A zip file with a more easy automated process than before is provided. There are necessary files, command line tools and a batch file inside. You have to provide the commercial Doom ISO yourself, re...
by Optimus
Thu May 16, 2019 7:44 pm
Forum: Homebrew Development
Topic: OperaFS[De]Compiler commandline or source code?
Replies: 5
Views: 3150

Re: OperaFS[De]Compiler commandline or source code?

This is kinda old thread to reply, but I've been recently looking at this too. I was using OperaFS and a tool called autohotkey that automatically does timed keystrokes to select compile, type the cd directory, and tab through the buttons to press and do the process. This was setup by someone else h...
by Optimus
Sat May 11, 2019 9:21 am
Forum: Homebrew Development
Topic: New demo (STNICCC 2000 animation)
Replies: 5
Views: 1665

Re: New demo (STNICCC 2000 animation)

Here is the final of this project with demo and benchmark options https://www.youtube.com/watch?v=VIVCz_LJEB0 And here is an emulator capture of the demo (because I don't have capture equipment for real 3DO and it looks not blurry and smooth here). https://www.youtube.com/watch?v=ISIXplL57yo Downloa...
by Optimus
Tue May 07, 2019 5:52 pm
Forum: Homebrew Development
Topic: New demo (STNICCC 2000 animation)
Replies: 5
Views: 1665

Re: New demo (STNICCC 2000 animation)

An interesting conversion of this project to a texture mapping benchmark. Might release it soon, after I fix few more final things. https://www.youtube.com/watch?v=XI7Cph4678A looks sweet. I wish star blade would have been made like this :-D i wonder what opensource stuff could be ported from the ac...
by Optimus
Sat May 04, 2019 9:24 pm
Forum: Suggested Projects
Topic: Suggestions for open source projects
Replies: 2
Views: 1192

Re: Suggestions for open source projects

Thanks for the list. Rick Dangerous seems interesting to port (and maybe much easier and smaller game than the rest). I was thinking to look at some old homebrew or open source games (even from GP32 communities or some old DOS stuff), maybe there are few that are not hard to port. Even if a game on ...
by Optimus
Sat May 04, 2019 9:20 pm
Forum: Homebrew Development
Topic: Gameblabla's Crappy Compilation
Replies: 20
Views: 6836

Re: Gameblabla's Crappy Compilation

I noticed back in time that it didn't work and from what I heard, the original author doesn't have a real 3DO. From my recent experience, it's quite easy with certain code in the C compiler I use to make it just freeze in real 3DO but work properly in all emulators. Simple things like non aligned 32...
by Optimus
Tue Apr 16, 2019 7:28 am
Forum: Homebrew Development
Topic: New demo (STNICCC 2000 animation)
Replies: 5
Views: 1665

New demo (STNICCC 2000 animation)

Yesterday I released a new demo/benchmark for 3DO. http://www.pouet.net/prod.php?which=80976 ftp://ftp.untergrund.net/users/optimus/demos/3do/stniccc2000_3do.zip It's based on a competition in Pouet (a demoscene site) to port a famous animation (list of polygons per frame really) from the original A...
by Optimus
Thu Apr 04, 2019 7:33 pm
Forum: Homebrew Development
Topic: Help compiling iso
Replies: 1
Views: 1098

Re: Help compiling iso

If you are in windows you can make a batch file (for example encrypt.bat)
which you open with a text editor and type the single line and save:
3doEncrypt.exe genromtags file.iso
You will need to have the 3doEncrypt.exe tool of course at the same folder as the iso.
by Optimus
Thu Apr 04, 2019 7:30 pm
Forum: Homebrew Development
Topic: [Tutorial] Compile your first 3DO game
Replies: 7
Views: 4749

Re: [Tutorial] Compile your first 3DO game

It's a shame some files are gone. I also was looking for them.
I had released an example project with all the tools and batch files for the process, I hope it can be useful.
It's good to see other people want to code for 3DO.

https://bitbucket.org/Optimus6128/3dold/src/default/
by Optimus
Thu Dec 13, 2018 12:22 am
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 10
Views: 3605

Re: OptiDoom 3DO is out!

It's a problem with the additional sounds I mentioned earlier. With big quantity of them more often CD reading occures. It freezes the gameplay. I wrote this in a comments below your video: Music is streamed from CD, but sound effects are all loaded during startup. That's why I stucked at the addin...
by Optimus
Tue Dec 11, 2018 8:18 am
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 10
Views: 3605

Re: OptiDoom 3DO is out!

Awesome work! And your idea not to recompile a rezfile for mods is very cool! But also a time consuming to make it. I was extracting the ISO and looked that few resources like the sound fx are not in the Rez. Then I thought "Cool, someone could alter the sounds without the need of recompiling, so t...
by Optimus
Tue Dec 11, 2018 8:12 am
Forum: Homebrew Development
Topic: Russian translation of Pretty Soldier Sailor Moon S
Replies: 6
Views: 2372

Re: Russian translation of Pretty Soldier Sailor Moon S

Wait, 3DO was sold in Russia? But from what I see there is a big Russian community around 3DO, a whole forum in Russian and they work on some emulators, tools, etc. I don't know why 3DO was so popular in Russia but that's cool (I only need to visit the Russian forum more often and use google transl...
by Optimus
Sun Dec 09, 2018 7:07 pm
Forum: Homebrew Development
Topic: OptiDoom 3DO is out!
Replies: 10
Views: 3605

OptiDoom 3DO is out!

I've finally decided to get back to my experiments with the Doom 3DO source code and actually make an official first release of my port. I have set a deadline till the 25th aniversary of Doom (which is tomorrow :) but couldn't wait till tomorrow that is Monday and I am working :P It's time to just r...
by Optimus
Sat Nov 17, 2018 1:59 am
Forum: Homebrew Development
Topic: How 3D on the 3DO really works... ?
Replies: 17
Views: 5432

Re: How 3D on the 3DO really works... ?

I just released my new video explaining the basics about how the 3DO CEL vectors work out to stretch a bitmap to produce from basic zoomrotating sprites to quad polygons to obscure shapes. There is later some footage on the use of a flag called CCB_MARIA which will disable the texel fill and only re...
by Optimus
Thu Dec 21, 2017 7:54 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

Re: 3DO Doom succesfully compiled (but no way to run it)

I recently finished making a video which describes how the Doom 3DO wall rendering works, how it overcomes some issues with achieving texture offseting/repeat with 3DOs cel quads which normally don't have texcoords. This was through my investigations with Doom 3DO source code (which I hope to get ba...
by Optimus
Mon Jun 05, 2017 7:37 am
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

Re: 3DO Doom succesfully compiled (but no way to run it)

We had a private discussion with Versus about my latest updates and so I decided to open the private repository I am working with Doom. It's a bigger archive than the previous one, also with the resource files and tools for signing, etc I use inside. It used to be more like a private repo with exper...
by Optimus
Sun Mar 19, 2017 2:36 am
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

Re: 3DO Doom succesfully compiled (but no way to run it)

Yes me too, I just did a big level with many enemies, either reject or not, mine doesn't slow down.

I think I might try to compile your code and use your rez to see what's going on.
by Optimus
Sat Mar 18, 2017 7:27 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

Re: 3DO Doom succesfully compiled (but no way to run it)

Thanks, I finally managed to edit e1m1 as a test and it works. Indeed I had to switch to BSP-Win32 (I didn't even know these options before on Doom Builder) and without this option I had very slow or freezing speed and mistakes like passing through some sectors. Now, I noticed something that may or ...
by Optimus
Thu Mar 16, 2017 8:25 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

Re: 3DO Doom succesfully compiled (but no way to run it)

Thanks!

It would be useful to have the original resource .txts
by Optimus
Sun Mar 12, 2017 11:44 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

Re: 3DO Doom succesfully compiled (but no way to run it)

Ok, that's interesting. I might look at the function at some point to see if I can understand what's going on. Couldn't build the rez file properly I think. The wad utility crashes at some maps, so I run the batch files and there are crashes at some moments although it continues. I would have liked ...
by Optimus
Mon Mar 06, 2017 8:50 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

Re: 3DO Doom succesfully compiled (but no way to run it)

That's interesting, I can't think at first why would that be. Maybe something in specific enemies AI that uses the BSP visibility? I also wonder about the hitscanner attacks of the spidermastermind, however when it's the last enemy and shoots fast, it doesn't go slow. I thought BSP was just used for...
by Optimus
Mon Mar 06, 2017 12:34 am
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

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 ...
by Optimus
Sun Mar 05, 2017 6:27 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

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...
by Optimus
Fri Mar 03, 2017 11:33 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

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...
by Optimus
Thu Mar 02, 2017 8:11 pm
Forum: Homebrew Development
Topic: 3DO Doom succesfully compiled (but no way to run it)
Replies: 72
Views: 24088

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,...
by Optimus
Tue Feb 28, 2017 9:32 pm
Forum: Homebrew Development
Topic: How 3D on the 3DO really works... ?
Replies: 17
Views: 5432

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 ...
by Optimus
Sun Feb 26, 2017 2:47 pm
Forum: Homebrew Development
Topic: How 3D on the 3DO really works... ?
Replies: 17
Views: 5432

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...