Version 0.3.6 released
Release 0.3.6 is out — a bugfix and performance update: cheaper terrain drawing, fewer disk hits for sprites, and pathfinding that gives up sooner when a unit is boxed in.
What's new?
This release changed the format of saved games. Use the SAVCONV.TOS tool to convert your old saved games. It is available to all players who have donated for the game.
What's improved?
- Rendering. Terrain drawing got cheaper by not caring about damage done to tiles also scheduled for redraw.
Redraw_Objectsno longer does a per-cellIn_Viewtest. - Redraw. CCR is now the only redraw algorithm, freeing up some data that is no longer required: map cells shrank to 32 bytes from 58, freeing more than 100kB of RAM.
- Caches. That space (plus some additional freed RAM) went into the sprite caches: The old single-entry 64 KiB disk cache has become a more flexible 168 KiB cache, and the default sprite cache grew by 57kB to about 220 KiB.
- Full caching. On machines with more than 4MB RAM, shape pools stay resident (TT-RAM if 4 MB remains for the other caches, otherwise ST-RAM).
- Pathfinding. Hopeless searches abort earlier. This removes some heavy performance regressions in later missions.
Benchmarks vs 0.3.5: about 10% on 8 MHz STe, ~14% on the longer NOD 1 recording, ~7% on plain ST with audio mostly off (~4% with YM digi), ~11% on Falcon, ~8% on TT. Due to reduction of I/O load, numbers could be higher on actual hardware. Details in Benchmark.md.
What's fixed?
- Units getting stuck in concave obstacles. Sometimes a unit (e.g. a harvester) gave up trying to bypass an obstacle with a concave feature.
- Stuttering STV audio. Sometimes audio during cutscenes would stutter up to a certain point and then suddenly become smooth.
How to play?
Download the new release zip and drop CNC.TOS over your 0.3.5 game folder — MIX data did not change for this release. Extract onto your (emulated or real) Atari ST hard drive and run CNC.TOS. If you happen to have old saved games in that folder, you need to convert them using SAVCONV.TOS before you can load them in the new version.
Don't hesitate to report any problems. Command & Conquer for Atari ST is a work in progress.
Have fun! — Jonas
Files
Get Command & Conquer for Atari ST
Command & Conquer for Atari ST
Westwood's 1995 RTS on 16-color Atari ST
| Status | In development |
| Author | indyjo |
| Genre | Strategy |
| Tags | 16-bit, 2D, atari, Real time strategy |
| Languages | English |
More posts
- Version 0.3.5 released12 days ago
- Version 0.3.4 released21 days ago
- Version 0.3.3 released29 days ago
- Version 0.3.2 released39 days ago
- Version 0.3.1 released43 days ago
- Version 0.3.0 released49 days ago
- Version 0.2.2 released54 days ago
- Version 0.2.1 released69 days ago
- Version 0.2.0 released76 days ago
Comments
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-xyq
8mhz 5,35
16mhz 5,57
16mhz Cashe 7,48
-xy
8mhz 3,87
16mhz 4.05
16mhz Cashe 5,80
Those results are pretty spectacular, and they show that the strategy of reducing I/O load during gameplay has paid off.
The quiet (-xyq) benchmark numbers are consistently 22% higher FPS than for the last version.
The -xy numbers are even better: +26% (8MHz), +49%(16MHz), +30%(16MHz + cache). Are you sure about the 16MHz numbers?
Anyway, looks like a Mega STe is becoming a viable option for playing, at least with music turned off. When 0.3.0 was launched, the Falcon had worse numbers than your Mega STe has now.
Thank you, this made my day!
-xy
8mhz 3,87
16mhz 4.05
16mhz Cashe 5,80
Ok, still +25%, thanks again!