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-   -   Hang On proof of concept (http://eab.abime.net/showthread.php?t=100929)

skyzoo73 16 February 2020 18:36

Hang On proof of concept
 
Fantastic Tech Demo of HANG ON for Amiga 500,
which shows how a conversion is made by making good use of the Amiga.

Requires 1 mega of chipram.

http://www.jormas.com/





https://www.youtube.com/watch?v=zlZCjHGtSkw&t=42s

lesta_smsc 16 February 2020 18:49

This looks great. I didn't mind the Amiga port - many hours of fun!

I think this port is good but as is it looping? I'm not sure how changing sprites may affect it? Just replace the bike with Ferrari and you have Outrun lol.

AmigaHope 16 February 2020 19:36

Looks pretty good but is missing hills. If it can also do hills at this framerate then you have a winner.

Superman 16 February 2020 20:55

A good effort this. I would like to see someone tackle Chase HQ though.

malko 16 February 2020 21:51

Great work & music :great !!!

Quote:

Originally Posted by lesta_smsc (Post 1379193)
[...] but as is it looping? [...]

I thought the same while watching the video. Anyway, nice proof of concept.
Cherry on the cake : would love to see the full game like this :)

Marchie 16 February 2020 22:08

Super smooth, really nice!

Hewitson 17 February 2020 03:33

Pretty impressive, but there's a big difference between a tech demo and a proper game. Once the game was fully implemented I very much doubt that 50fps would still be possible.

saimon69 17 February 2020 03:56

Quote:

Originally Posted by AmigaHope (Post 1379205)
Looks pretty good but is missing hills. If it can also do hills at this framerate then you have a winner.


The first Hang On did not have hills

saimon69 17 February 2020 07:35

However, it seems the first hang on could be made very close to arcade, i would make a 50FPS with object upgraded at 25 just to have it if i had the skills; might have an outdated gameplay compared to Super Hang On and latter incarnations but is still enjoyable;

And, strangely, another one that could come out very good is TX-1 (if we forget the three screens extravaganza): the game has max 16 colors in screen and fake(!) uphill/downhill

roondar 17 February 2020 10:46

Using Dual Playfield mode for one Copper controlled road layer and one graphics layer is a very smart move. Done well, that makes drawing the road pretty much "free". The cost is obviously a low number of colours per scanline, which is probably why it's not normally seen.

I wonder how much raster time is left...

Impressive stuff for sure, though. Thanks for sharing :)

DamienD 17 February 2020 11:19

To me, I'm perfectly happy with the version of Super Hang-On that we got on the Amiga :agree

Bren McGuire 17 February 2020 17:54

This is smooth but way too slow. It wouldn't make the cut into a real game.
Look at the original:
https://www.youtube.com/watch?v=VtP_3ENHFVY

Far from " arcade perfectness" as the scroller says.

robinsonb5 17 February 2020 18:05

Quote:

Originally Posted by Bren McGuire (Post 1379462)
This is smooth but way too slow. It wouldn't make the cut into a real game.
Look at the original:
https://www.youtube.com/watch?v=VtP_3ENHFVY

Far from " arcade perfectness" as the scroller says.

That's Super Hang On, not Hang On, though.

Provided the frame rate's high enough, "faster" just means moving further each frame, so shouldn't be beyond reach.

saimon69 17 February 2020 18:34

Yup, this is the Hang on we are talking to...
Hang On

I did pour a lot of coins in this machine, and tried to code my own clone on the ZX spectrum (called Easy Biker), was done - i admit - poorly: using BASIC and draw routines to move horizon lines left and right plus a perceived sense of centrifugal force, occasional side obbjects and some bike - also a rendition of the music (a bit poor too) using the stolen two channel routine from Zombie Zombie (provided by an italian cassette magazine) - sadly might have been lost due to bitrot of the tapes

d4rk3lf 17 February 2020 20:49

I think Vroom could be also "proof of concept" for this, and is completed game. :)

malko 17 February 2020 20:55

@Bren McGuire
1985 : Hang On
1987 : Super Hang On

Steril707 17 February 2020 21:04

Amazing effort... !

AmigaHope 20 February 2020 00:55

Quote:

Originally Posted by saimon69 (Post 1379321)
The first Hang On did not have hills

Oops, I stand corrected. All my memories are of Super Hang On I guess. xD

Adrian Browne 20 February 2020 04:25

Super hang on was a favourite of mine back in the day on the a500.

Vesuri 20 February 2020 14:37

Quote:

Originally Posted by roondar (Post 1379368)
Done well, that makes drawing the road pretty much "free".

Writing that copperlist competes for bus access though and takes time, especially when all 6 bitplanes are enabled.

Quote:

Originally Posted by roondar (Post 1379368)
I wonder how much raster time is left...

Close to none. Using the visual DMA debugger in UAE (v-4 command) when running using an A500/1Mb chip configuration will give you an idea. There are some things that could be improved further though but it was pretty tough to get to a mostly stable 50FPS on a system without fast RAM.

Quote:

Originally Posted by AmigaHope (Post 1379205)
Looks pretty good but is missing hills. If it can also do hills at this framerate then you have a winner.

I will look into this... some time in the future. Don't hold your breath though, I really need a break after finishing this one :banghead


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