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Old 19 August 2019, 12:18   #161
Steril707
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Completely amazing.
What a game changer (pun intended!)
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Old 19 August 2019, 13:59   #162
nobody
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What specs is this demo running on? If it's A500 then it is ground breaking. Even bare A1200 would be cool to run like that.
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Old 19 August 2019, 14:05   #163
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I haven't done performance testing, to be fair I don't think it's going to be a rock solid 50fps on A500 (the game is EHB, and was never designed with A500 in mind). But A1200, it should be pretty playable.

Edit: and, cheers guys

I should have pointed out this is still an entirely automated conversion. I'm not even going to look at doing manual tweaks to TOG until the BB importer is more complete.
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Old 19 August 2019, 14:11   #164
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I haven't done performance testing, to be fair I don't think it's going to be a rock solid 50fps on A500 (the game is EHB, and was never designed with A500 in mind). But A1200, it should be pretty playable.
And CD32!
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Old 19 August 2019, 14:19   #165
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And CD32!
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Old 19 August 2019, 14:28   #166
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I just stumbled across this today and I'm totally blown away by the work that's been put into this. Earok, your skills never cease to amaze me.

I've never done anything with Amiga before in terms of coding but your engine looks so user friendly that I can't wait to download it and have a play.

I used to do a fair bit of coding back in the day in Visual Basic (yeah not exactly ground breaking but I could make it do most things). I can't remember much of it now but I learned my way through it by downloading examples of code and reworking them to suit my needs. Wrote a few thousands lines of code as the basis of a C&C type game and I can totally see this engine being used for something along those lines. In fact I have a few ideas bouncing around my head for different types of games that I think could be developed with Scorpion and I really fancy having a go at something simple to start with.

But just because I'm an idiot when it comes to these things may I ask how your coming along with the documentation?

Apologies if I've missed something when reading through this thread but the last reference i seen was that it needs rewritten.
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Old 19 August 2019, 14:59   #167
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And CD32!
I think we can do that


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I just stumbled across this today and I'm totally blown away by the work that's been put into this. Earok, your skills never cease to amaze me.

I've never done anything with Amiga before in terms of coding but your engine looks so user friendly that I can't wait to download it and have a play.

I used to do a fair bit of coding back in the day in Visual Basic (yeah not exactly ground breaking but I could make it do most things). I can't remember much of it now but I learned my way through it by downloading examples of code and reworking them to suit my needs. Wrote a few thousands lines of code as the basis of a C&C type game and I can totally see this engine being used for something along those lines. In fact I have a few ideas bouncing around my head for different types of games that I think could be developed with Scorpion and I really fancy having a go at something simple to start with.

But just because I'm an idiot when it comes to these things may I ask how your coming along with the documentation?

Apologies if I've missed something when reading through this thread but the last reference i seen was that it needs rewritten.


Thanks for the kind words Glen. A C&C style game might be a bridge too far for the engine unfortunately, there's a lot of complications with C&C style games (mini maps, pathfinding, selecting units, autonomous AI), some of them could be worked around with the Ink Script but it for something like that it'd really be best to make it in an entirely bespoke engine. Possibly something simpler in the vein of Cannon Fodder -might- be possible.

I haven't been very good with keeping the documentation up to date. It's not just that it's boring and time consuming work, but things keep changing as I think of better ways to implement things. I'm also distracted with the BB importer of course, once the BB importer is fully done I could look at resuming documentation.

My recommendation for the mean time would be to download the samples and muck around with them.
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Old 19 August 2019, 17:55   #168
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I said it already, but I am so much looking forward to all the new games that will be created with this..

Maybe we could even do little "eab scorpion game competition" one day, when this is advanced far enough..
Think this would be fun.
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Old 19 August 2019, 19:25   #169
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Good to see ToG improving: that game has a killer soundtrack and would love people to know it better; just a liiiiittle less bit text in the several panels :P
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Old 21 August 2019, 14:01   #170
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I've pushed in some various bug fixes, mainly to do with EHB support, eight way movement, projectile handling - all stuff to handle the port of TOG.

Documentation is still a work in progress, but I've commented throughout the Standard Library, including all of the registers of the Virtual Machine.
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Old 21 August 2019, 16:27   #171
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[...] Maybe we could even do little "eab scorpion game competition" one day, when this is advanced far enough..
Think this would be fun.
Nice idea. Could be cool
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Old 29 August 2019, 00:30   #172
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I'd be down for a Scorpion Engine competition maybe after documentation is more complete though! Some more samples to use as templates would also be worthwhile.

Tales of Gorluth 1 is split into three parts, the first part of which can be played through 100% when imported into Scorpion without any manual changes (albeit with a few graphic alignment issues that still need to be manually corrected). The other two shouldn't require much work to import, but the largest thing that's missing from Backbone importer support is ripping SFX.

Backbone SFX are all stored in a single AMOS bank (AmBk) file. I can probably infer some information about the SFX just with some assumptions (presumably there's tables with the offsets to each SFX file in the bank etc) but it'd really help if I knew what the structure was for sure.

If someone happens to have some information on how samples are stored, it'll save me some time, otherwise I'll need to reverse engineer it myself one way or another.

Edit: I think this might be it. https://www.exotica.org.uk/wiki/AMOS...es_Bank_format
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Old 29 August 2019, 00:39   #173
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@Earok
prototype backbone demonstration of Chaos guns could also work directly?

http://www.chaosguns.com/
https://www.chaosguns.com/2016/
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Old 29 August 2019, 00:45   #174
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How did you manage to convert the .ABK Bobs to Shapes?

I know nothing about the sound format but at a guess you could write a very small Amos script to turn sound effects back into IFF is that not possibe? id have to check the Manual.

::also Amos Loads and Saves Bob and Tile sets in different banks and Blitz has them all in one Shape File? How have you got around this ?

Last edited by Retro1234; 29 August 2019 at 00:51.
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Old 29 August 2019, 02:36   #175
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@Aladin I've tried Chaos Guns in a previous version of the Backbone importer, and it kind of worked (I could walk around the level), but there's various features used by Chaos Guns that aren't supported by the importer yet. Once TOG1 is 100% done, we could take another look at it.

@Retro1234 with some difficulty! Fortunately the AMOS sprite/bob bank format is well documented online, so with my compiler I can deserialize the bobs and save them to PNGs. So once a Backbone import is done, I can do a Scorpion compile which converts the PNGs into my interleaved graphics format.

I had assumed that Backbone samples were stored in a bespoke format, but upon some further research this doesn't appear to be the case, so I shouldn't have too much trouble ripping them (it may be somewhat harder to save them back out as 8SVX)
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Old 31 August 2019, 05:44   #176
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I've posted an update to the Git Repo. Some minor tweaks, fixed a few bugs that popped up during the Backbone conversion project. There's more documentation, including all of the virtual machine "hardware registers" as well as all of the project.txt settings for actors.

There's a new VM hardware register for command line parameters (useful as a debugging mechanism, I use it to quickly skip to specific levels in TOG), support for bars on UI (currently just left->right fill). The support for bars was more or less added for the Backbone conversion project, but UI bars in Scorpion are image based (as opposed to Backbone UI bars that are just static colors).

I've removed "FrameWait" as a Project.Txt option. The theory of it was that you could use it to output different builds of your game for different CPU settings, so you could have a 25FPS version for A500 and a 50FPS version for A1200 etc. In practice, it didn't work so well. FrameWait still exists as a VM register that can be adjusted at real time (so you could have different frame rate settings for different levels, for example, or adjust it during a level to simulate a "slow time" effect).
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Old 01 September 2019, 15:05   #177
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Heya earok,

Since you are working on importing Backbone games into the Scorpion engine.

There one game that would be great; and that's Tsak's Chaos Guns

...maybe this might encourage him to continue work / finish this cool game
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Old 01 September 2019, 15:25   #178
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Hi Damien

Erik has already adressed that idea above. We've actually tested porting my CG backbone prototype. But the Scorpion engine needs a few more features to work this port out. We'll see to do a full conversion of that demo once he's done with his TOG1 work.
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Old 01 September 2019, 16:01   #179
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Chaos guns was cool indeed. I also love this kind of games and alien breed is one of my favorite Amiga games.
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Old 01 September 2019, 18:03   #180
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I remember there was a platform game made in backbone about Vampires, Curse of the Night. I am sure it deserves better engine.
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