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-   -   Yoomp! game on OCS Amigas. (https://eab.abime.net/showthread.php?t=91373)

Toni Galvez 18 March 2018 12:58

Yoomp! game on OCS Amigas.
 
Hello everyone,

I want to ask you, is it possible to do a port of this game for OCS Amigas?

https://www.youtube.com/watch?v=iA3OJisphOU

The game runs on 4 colours char mode. Maybe the Amiga can manage this tunnel effect using 2 bitplane mode (4 colours) and use HW sprites for the ball?

What are your thoughts?

Coagulus 18 March 2018 13:40

If an Atari 8-bit can do it it should be a fiddle (EDIT: doddle - silly phone autocorrect!) for an Amiga I'd have thought. Not that I could do it mind you!

Ps it's a a great game.

Photon 18 March 2018 22:16

Yes, NP. Needs level design, of course.

Seems similar to Trailblazer. You could try the Trailblazer clone for Amiga (PD? Name?) if it satisfies. :)

ReadOnlyCat 19 March 2018 03:26

Wow, a 3D trailblazer, nice. ;)

Great find Tony, I did not know about this game. Which system was this for?

Quote:

Originally Posted by Photon (Post 1228125)
Yes, NP. Needs level design, of course.

Seems similar to Trailblazer. You could try the Trailblazer clone for Amiga (PD? Name?) if it satisfies. :)

Seconded.
With only four colors this is not a problem at all. This would make the C2P pass much more efficient moreover.

Quote:

Originally Posted by Coagulus (Post 1227942)
If an Atari 8-bit can do it it should be a fiddle (EDIT: doddle - silly phone autocorrect!) for an Amiga I'd have thought. Not that I could do it mind you!

Ps it's a a great game.

Although this is certainly true for this game note that there are things that Atari 8-bit computers (or the NES, another 8 bit) can do that the Amiga would have a hard time with.
Some effects which take advantage of text tiled-modes for example could really strain the Amiga's Blitter and would be a piece of cake for the puny 8 bits. ;)

Toni Galvez 19 March 2018 19:16

Yoomp!
 
Yes

Quote:

Originally Posted by ReadOnlyCat (Post 1228200)
Wow, a 3D trailblazer, nice. ;)

Great find Tony, I did not know about this game. Which system was this for?



Seconded.
With only four colors this is not a problem at all. This would make the C2P pass much more efficient moreover.



Although this is certainly true for this game note that there are things that Atari 8-bit computers (or the NES, another 8 bit) can do that the Amiga would have a hard time with.
Some effects which take advantage of text tiled-modes for example could really strain the Amiga's Blitter and would be a piece of cake for the puny 8 bits. ;)

Commodore 64 and Atari 8Bit.

That's very good, I would love to see an Amiga version running some day.

DanScott 19 March 2018 20:40

Quote:

Originally Posted by ReadOnlyCat (Post 1228200)
This would make the C2P pass much more efficient moreover.

This doesn't need C2P :D

Toni Galvez 20 March 2018 16:29

Quote:

Originally Posted by DanScott (Post 1228407)
This doesn't need C2P :D

Can you explain your idea of how to do it?

malko 20 March 2018 17:17

Reminds me a Dragon's Lair level :)

sandruzzo 26 March 2018 16:34

Great game! Whould be nice to do on amiga!

sandruzzo 27 March 2018 09:09

How tunnel is made on c64?

Kefir 01 June 2019 17:39

Quote:

Originally Posted by Toni Galvez (Post 1227932)
Hello everyone,

I want to ask you, is it possible to do a port of this game for OCS Amigas?


There is a preview of Yoomp! on polish Amiga forum.



https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp

DanyPPC 01 June 2019 18:01

Quote:

Originally Posted by Kefir (Post 1324852)
There is a preview of Yoomp! on polish Amiga forum.

https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp

Great graphic ! :shocked

DamienD 01 June 2019 18:22

Wow, look nice :great

Mikerochip 01 June 2019 18:51

But maybe try to keep the amazing Atari soundtrack, rather than the quite poor in comparison C64 one :p :laughing :agree

ReadOnlyCat 01 June 2019 19:04

Quote:

Originally Posted by DanScott (Post 1228407)
This doesn't need C2P :D

Depends. ;)
The algorithm would definitely be simpler with chunky pixels.
Now, the small screen surface probably allows for a direct bitplane approach but frankly why bother?

Quote:

Originally Posted by DanyPPC (Post 1324856)
Great graphic ! :shocked

Quote:

Originally Posted by DamienD (Post 1324858)
Wow, look nice :great

No way in kitten's hell that this is running on an A500.
030 required at the very least, and even then...

DamienD 01 June 2019 19:13

Quote:

Originally Posted by ReadOnlyCat (Post 1324868)
No way in kitten's hell that this is running on an A500.
030 required at the very least, and even then...

Information taken from Kefir_Union's opening post on the PPA thread: https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp

Quote:

Two years ago, by chance, I found the Yoomp record! on Youtube. I do not know what sued me more, the game itself or that in 2007 someone writes something for little Atari, my first computer. My imagination began to revolve around "how is it done?".
Amiga I have not had for 20 years but this computer I have the greatest sentiment and it's on it that I learned the assembler, playing with writing demos. After seeing Yoompa !, for purely entertainment purposes, treating it as a puzzle, I was wondering how such a game can be done on the Amiga. I came up with a few engines, one of which seemed so promising and original that I wanted to buy A1200 years later and write Yoomp! on the Amiga.
Conceptual work began in 2018. From January 19. I'm working quite hard on the game and today is the moment when I can show you something.
The game is at the stage where you can play. The tunnel surrounded by stardust is rendering, the ball is jumping, the fields are reacting. Control is a joystick right, left, fire - jump.
For now, it's only the first screenshots, I will show the video record after taking the level editor.

In relation to the original Atari, I have some changes. The most important thing is:

1. There are 16 tiles on the circumference, instead of 8.
2. In the Z axis you can see 10 tiles instead of 4, which allows you to plan your moves in advance.
3. There are special bonus boxes (orange), which changes the game's focus more on collecting points than just on survival.
4. There are new field types, e.g. causing some tiles to disappear.

The title will be "Jump!" because there was no game with this name on the Amiga.

Requirements are A1200 + 4MB Fast.
The game works in 320x256 resolution in 256 colors, 25fps.
The tunnel is bigger than the display window and moves with the ball movement, just like in the Stardust game.

ReadOnlyCat 01 June 2019 19:16

Quote:

Originally Posted by DamienD (Post 1324873)
Information taken from Kefir_Union's opening post on the PPA thread: https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp

Oh, thanks for the information Damien.
I suppose that this is not actual texture mapping then and the memory requirement is probably to store many pre-scaled versions of the tiles.

Kefir 01 June 2019 19:18

Quote:

Originally Posted by ReadOnlyCat (Post 1324868)
No way in kitten's hell that this is running on an A500.
030 required at the very least, and even then...


The game has no big requirements. Jump! works at 25 frames per second on

A1200 14MHz with 4MB fastram. This is due to the fact that it doesn't use c2p conversion.

ReadOnlyCat 01 June 2019 20:01

Quote:

Originally Posted by Kefir (Post 1324876)
The game has no big requirements. Jump! works at 25 frames per second on

A1200 14MHz with 4MB fastram. This is due to the fact that it doesn't use c2p conversion.

It all depends on whether you compare it to the C64 original. ;)
An A1200 with 4MB Fast RAM is a pretty steep requirement from the 64k of a C64.

Of course it is much improved graphically but that configuration was not as standard as the stock C64 was.

mcgeezer 01 June 2019 20:02

Shame there’s no video of it running, would give a better idea if looks good enough at 25fps. Games like this always best at 50fps.


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