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Forums > Requests > Doom 128
2019-09-25 19:00
oziphantom

Registered: Oct 2014
Posts: 478
Doom 128

Does anybody know any more about this "demo" https://dinosaurspen.tumblr.com/post/109241926473/syntax-error-.. maybe having actually seen in the flesh to confirm its real?
2019-09-25 19:54
Krill

Registered: Apr 2002
Posts: 2821
Andropolis - Jackasser knows all about it :) But check the Doom disk image.

Edit: Oh my, the OP seems to be pretty clueless.
2019-09-25 21:12
Golara
Account closed

Registered: Jan 2018
Posts: 212
that tumblr post gave me cancer.
2019-09-26 08:17
oziphantom

Registered: Oct 2014
Posts: 478
Thanks, I did find it odd that a Doom 128 had eluded me for this long.. and its performace claims were a bit over the top. the 128 is lot more powerful than the 64, but not that much.. however now seeing the actual "not cropped because weird double screen thing" makes a lot more sense.. but then I guess loading it up in x128 and setting d030 to 1 would improve it a lot :D
2019-09-26 08:28
Krill

Registered: Apr 2002
Posts: 2821
Which performance claims are you referring to?

The C128 build uses most if not all of the C128 features. 2 MHz in the borders for starters, double the amount of RAM, of course, and then relocateable zeropage and stack.

I'd bet it's noticeably faster than the C64 build with 2 MHz in the borders only.
2019-09-26 09:15
Golara
Account closed

Registered: Jan 2018
Posts: 212
I tried it once in vice and it was faster than even this gif. the c128 version is really fast
2019-09-26 09:23
oziphantom

Registered: Oct 2014
Posts: 478
the original OPs claims, of it being 15fps and making it look "full screen".

I would think it is running 2mhz in the entire dark grey area though not just the "borders". pha can be nice for streaming data into memory and using ZP relocation to have an unrolled read as
lda $02
pha
lda $03
pha
...
where you jmp to where you want and put an rts where you want stop, only eats 3 pages and for long enough runs gives solid boosts. I would think "draw texture"s of
lda #
pha
lda #
pha
and you can easily move the stack to draw anywhere would give a nice speed boost and keep memory costs down..
2019-09-26 10:55
Golara
Account closed

Registered: Jan 2018
Posts: 212
I don't think there's a point of speculating what it is or how it works when the download is available on this very website and there's a lot of comments about this routine. See Krill's post
2019-09-26 10:58
Krill

Registered: Apr 2002
Posts: 2821
What Golara says. And yes, 2 MHz for some definition of "borders". Borders to the effect, in this case, which is the solid grey area outside the "business" area.
2019-09-26 20:34
JackAsser

Registered: Jun 2002
Posts: 1987
Krill is correct. Listen to Krill.
2019-09-27 10:55
ChristopherJam

Registered: Aug 2004
Posts: 1370
No one tell Lemon that JackAsser is behind both this and the EotB port, or they'll be demanding he merge the two projects ;-)
 
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