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- surface setup for optimized 4-bit C2P routine wasn't properly detected - STFA pretends to support Falcon sampling frequencies on TT leading to suboptimal sample mixing - delayMillis() should check also for other events (fixes Future Wars) but avoid doing it for SCI as its MIDI timer would call itself in a recursive loop - SuperVidel doesn't need to use VsetScreen() in VBL anymore - Wetlands, Teen Agent, Shivers and Private Eye need non-aligned surface widths - However Wetlands and Private Eye use setCursorPalette, see https://bugs.scummvm.org/ticket/14524 - Added warning for Phantasmagoria's 630x450, nothing can be done there as the game also requires non-aligned surfaces and at the same time the buffer has to be aligned on 16 bytes. - BDF scaling disabled by default |
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atari_200hz.S | ||
atari_ikbd.S | ||
build-release030.sh | ||
build-release.sh | ||
module.mk | ||
native_features.cpp | ||
osystem_atari.cpp | ||
osystem_atari.h | ||
readme.txt |
ScummVM ======= This is a new port of ScummVM (https://www.scummvm.org), a program which allows you to run certain classic graphical adventure and role-playing games, provided you already have their data files. You can find a full list with details on which games are supported and how well on the compatibility page: https://www.scummvm.org/compatibility. Yet another port? ----------------- Yes, I am aware of the official Atari/FreeMiNT port done by KeithS over the years (https://docs.scummvm.org/en/v2.7.0/other_platforms/atari.html). It is even updated every release and put on the official ScummVM website. That port is basically just a recompiled SDL backend for our platform - that certainly has some advantages (works in GEM, can be easily compiled for the FireBee etc.) but I have decided to take a different route: - Reduced executable size, basically whatever is not essential or plausible on our platform is left out. That reduces the file size to half. See also the next point. - Because there's a limited horsepower available on our platform, features like hi-res 16bpp graphics, software synthesizers, scalers, real-time software MP3/OGG/FLAC playback etc., are omitted. This saves memory and disk space, making the whole port more lightweight. - This port natively talks to the hardware, avoiding intermediate layers like SDL. Thus, it has more optimisations, fewer redraws, fewer data copying and is less crash-prone. - Because we limit scope only to 8bpp games, it opens a door to more thorough testing and there is a certain interest in this in the community. 16bpp games could be played only in ARAnyM or similar, limiting the test audience a lot. After I had seen how snappy NovaCoder's ScummVM on the Amiga is (who coded his own backend), I decided to do the same and see whether I could do better. And I could! Hardware requirements --------------------- This port requires an Atari computer with TT or Falcon compatible video modes. Ideally accelerated with at least 4+32 MB of RAM. It runs fine also in Hatari and ARAnyM but in case of ARAnyM don't forget to disable fVDI to show Videl output. Main features ------------- - Optimized for the Atari TT/Falcon: ideally the CT60/CT63/CT60e but some games run fine on the AfterBurner040, CT2/DFB@50 MHz, Speedy@48 MHz or even less! - Full support for the SuperVidel, incl. the SuperBlitter (!) - Removed features found too demanding for our platform; the most visible change is the exclusion of the 16bpp games (those are mostly hi-res anyway) but games in 640x480@8bpp work nicely (Falcon only, unfortunately). - Direct rendering and single/triple buffering support. - Custom (and optimal) drawing routines (especially for the cursor). - Tailored video settings for the best possible performance and visual experience (Falcon RGB overscan, chunky modes with the SuperVidel, TT 640x480 for the overlay, ...) - Custom (hardware based) aspect ratio correction (!) - Support for PC keys (page up, page down, pause, F11/F12, ...) and mouse wheel (Eiffel/Aranym only) - AdLib emulation works nicely with many games without noticeable slow downs. Platform-specific features outside the GUI ------------------------------------------ Keyboard shortcut "CONTROL+ALT+a": immediate aspect ratio correction on/off toggle. "output_rate" in scummvm.ini: sample rate for mixing, can be 49170, 32780, 24585, 19668, 16390, 12292, 9834, 8195 on the Falcon and 50066, 25033, 12517, 6258 on the TT (the lower the value, the faster the mixing but also worse quality). Default is 24585/25033 Hz (16-bit, stereo). "audio_buffer_size" in scummvm.ini: number of samples to preload. Default is 2048 which equals to about 83ms of audio lag and seems to be about right for most games on my CT60@66 MHz. If you want to play with those two values, the rule of thumb is: (lag in ms) = (audio_buffer_size / output_rate) * 1000. But it's totally OK just to double the samples value to get rid of stuttering in a heavier game. Graphics modes -------------- This topic is more complex than it looks. ScummVM renders game graphics using rectangles and this port offers following options to render them: Direct rendering (present only with the SuperVidel) Single buffering Triple buffering Direct rendering: ~~~~~~~~~~~~~~~~~ This is direct writing of the pixels into (SuperVidel's) screen buffer. Pros: - fastest possible rendering (especially in 640x480 with a lot of small rectangle updates where the buffer copying drags performance down) Cons: - screen tearing in most cases - SuperVidel only: using C2P would be not only suboptimal (every rectangle would be C2P'ed instead of multiple copying and just one C2P of the final screen) but poses an additional problem as C2P requires data aligned on a 16px boundary and ScummVM supplies arbitrarily-sized rectangles (this is solvable by custom Surface allocation but it's not bullet-proof). In theory I could implement direct rendering for the Falcon hicolor (320x240@16bpp) but this creates another set of issues like when palette would be updated but not the whole screen - so some rectangles would be rendered in old palette and some in new. SuperBlitter used: sometimes (when ScummVM allocates surface via its create() function; custom/small buffers originating in the engine code are still copied using the CPU). Single buffering: ~~~~~~~~~~~~~~~~~ This is very similar to the previous mode with the difference that the engine uses an intermediate buffer for storing the rectangles but yet it remembers which ones they were. It works also on plain Videl and applies the chunky to planar process to each one of the rectangles separately, avoiding fullscreen updates (but if such is needed, there is an optimized code path for it). Pros: - second fastest possible rendering Cons: - screen tearing in most cases - if there is too many smaller rectangles, it can be less efficient than updating the whole buffer at once SuperBlitter used: yes, for rectangle blitting to screen and cursor restoration. Sometimes also for generic copying between buffers (see above). Triple buffering: ~~~~~~~~~~~~~~~~~ This is the "true" triple buffering as described in https://en.wikipedia.org/wiki/Multiple_buffering#Triple_buffering and not "swap chain" as described in https://en.wikipedia.org/wiki/Swap_chain. The latter would be slightly slower as three buffers would need to be updated instead of two. Pros: - no screen tearing - best compromise between performance and visual experience - works well with both higher and lower frame rates Cons: - if there is too many smaller rectangles, it can be less efficient than single buffering - slightly irregular frame rate (depends solely on the game's complexity) - in case of extremely fast rendering, one or more frames are dropped in favor of showing only the most recent one SuperBlitter used: yes, for rectangle blitting to screen and cursor restoration. Sometimes also for generic copying between buffers (see above). Triple buffering is the default mode for this port. SuperVidel and SuperBlitter --------------------------- As mentioned, this port uses SuperVidel and its SuperBlitter heavily. That means that if the SuperVidel is detected, it does the following: - uses 8bpp chunky resolutions - patches all surface addresses with OR'ing 0xA0000000, i.e. using SV RAM instead of slow ST RAM (and even instead of TT RAM for allowing pure SuperBlitter copying) - when SuperVidel FW version >= 9 is detected, the async FIFO buffer is used instead of the slower sync blitting (where one has to wait for every rectangle blit to finish), this sometimes leads to nearly zero-cost rendering and makes a *huge* difference for 640x480 fullscreen updates. Audio mixing ------------ ScummVM works internally with 16-bit stereo samples. This mode is not available on the TT so a substitute solution must be used. This solution is called STFA by The Removers: http://removers.free.fr/softs/stfa.php. Install, activate STFA BIOS in the CPX, done. Now you have 16-bit DMA available, too but beware, it is also quite CPU demanding so very few games can actually make use of it (see the chapter about audio performance considerations below). Performance considerations/pitfalls ----------------------------------- It's important to understand what affects performance on our limited platform to avoid unpleasant playing experiences. Game engines with unexpected performance hit ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A typical example from this category is Gobliiins (and its sequels) and SCI engine games (Gabriel Knight, Larry 2/7, ...). At first it looks like our machine or Atari backend is doing something terribly wrong but the truth is that it is the engine itself which is doing a lot of unnecessary redraws and updates, sometimes even before reaching the backend. The only solution is to profile and fix those engines. Too many fullscreen updates ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Somewhat related to the previous point - sometimes the engine authors didn't realize the impact of every update on the overall performance and instead of updating only the rectangles that really had changed, they ask for a fullscreen update. Not a problem on a >1 GHz machine but very visible on Atari! Also, this is (by definition) the case of animated intros, especially those in 640x480. MIDI vs. AdLib vs. sampled music ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It could seem that sample music replay must be the most demanding one but on the contrary! Always choose a CD version of a game (with *.wav tracks) to any other version. With one exception: if you have a native MIDI device able to replay the given game's MIDI notes (using the STMIDI plugin). MIDI emulation (synthesis) can easily eat as much as 50% of all used CPU time (on the CT60). By default, this port uses the MAME OPL emulation (which is said to be fastest but also least accurate) but some engines require the DOSBOX one which is even more demanding. By the way, you can put "FM_high_quality=true" or "FM_medium_quality=true" into scummvm.ini if you want to experiment with a better quality synthesis, otherwise the lowest quality will be used (applies for MAME OPL only). On the TT, in most cases it makes sense to use ScummVM only if you own a native MIDI synthesizer (like mt32-pi: https://github.com/dwhinham/mt32-pi). MIDI emulation is out of question and STFA takes a good chunk of CPU time for downsampling to 8-bit resolution which could be utilized elsewhere. CD music slows everything down ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Some games use separate audio *and* video streams (files). Even if the CPU is able to handle both, the bottleneck becomes ... disk access. This is visible in The Curse Of Monkey Island for example -- there's audible stuttering during the intro sequence (and during the game as well). Increasing "audio_buffer_size" makes the rendering literally crawling! Why? Because disk I/O is busy with loading even *more* sample data so there's less time for video loading and rendering. Try to put "musdisk1.bun" and "musdisk2.bun" into a ramdisk (i.e. u:/ram in FreeMiNT), you'll be pleasantly surprised with the performance boost gained. Mute vs. "No music" ~~~~~~~~~~~~~~~~~~~ Currently ScummVM requires each backend to mix samples, even though they may contain muted output (i.e. zeroes). This is because the progression of sample playback tells ScummVM how much time has passed in e.g. an animation. "No music" means using the null audio plugin which prevents generating any MIDI music (and therefore avoiding the expensive synthesis emulation) but beware, it doesn't affect CD (*.wav) playback at all! Same applies for speech and sfx. The least amount of cycles is spent when: - "No music" (or keep it default and choose a native MIDI device) is set in the GUI options; this prevents MIDI sythesis of any kind - all external audio files are deleted (typically *.wav); that way the mixer wont have anything to mix. However beware, this is not allowed in every game! Slow GUI ~~~~~~~~ Themes handling is quite slow - each theme must be depacked, each one contains quite a few XML files to parse and quite a few images to load/convert. That's the reason why the built-in one is used as default, it dramatically speeds up loading time. To speed things up in other cases, the "fat" version is distributed with repackaged theme files with compression level zero. "Slim" vs. "Fat" version ------------------------ As a further optimisation step, a 030-only version of ScummVM is provided, aimed at accelerated TT and Falcon machines with the 68030 CPU. It further restricts features but also improves performance: - compiled with -m68030 => 68030/68882-specific optimisations enabled - disabled 040+/SuperVidel code => faster code path for blitting - doesn't support hires (640x480) games => smaller executable size - overlay is rendered in 16 colours => faster redraw - overlay during gameplay has no game backround => ever faster redraw - overlay doesn't support alternative themes => faster loading time - "STMIDI" driver is automatically enabled (i.e. MIDI emulation is never used but still allows playing speech/sfx samples and/or CD audio) Known issues ------------ - aspect ratio correction works on RGB only (yet) - adding a game in TOS and loading it in FreeMiNT (and vice versa) generates incompatible paths. Either use only one system or edit scummvm.ini and set there only relative paths (mintlib bug/limitation). - when run on TT, screen contains horizontal black lines. That is due to the fact that TT offers only 320x480 in 256 colours. Possibly fixable by a Timer B interrupt. - horizontal screen shaking doesn't work on TT because TT Shifter doesn't support fine scrolling. - tooltips in overlay are sometimes drawn with corrupted background. - the talkie version of MI1 needs to be merged from two sources: first generate the DOS version and then additionally also the flac version. Then convert all *.flac files into *.wav and replace monkey.sof (flac) with monster.sou (DOS). And of course, don't forget to set the extra path in Game options to the folder where *.wav files are located! For MI2 just use the DOS version, there are no CD tracks available. :( Future plans ------------ - aspect ratio correction for TT/VGA/SuperVidel - unified file paths in scummvm.ini - DSP-based sample mixer (WAV, FLAC, MP2) - avoid loading music/speech files (and thus slowing down everything) if muted - cached audio/video streams (i.e. don't load only "audio_buffer_size" number of samples but cache, say, 1 second so disk i/o wont be so stressed) - using LDG or Thorsten Otto's sharedlibs: https://tho-otto.de/sharedlibs.php for game engine plugins to relieve the huge binary size - true audio CD support via MetaDOS API - OPL2LPT and Retrowave support (if I manage to purchase it somewhere) Closing words ------------- This backend is part of ScummVM 2.8.0 onwards. Let's see whether we can make it to the official website. :-) MiKRO / Mystic Bytes, XX.XX.2023 Kosice / Slovakia miro.kropacek@gmail.com http://mikro.atari.org