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Old 16 February 2020, 18:36   #1
skyzoo73
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Hooooo 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/





[ Show youtube player ]

Last edited by skyzoo73; 16 February 2020 at 18:44.
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Old 16 February 2020, 18:49   #2
lesta_smsc
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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.
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Old 16 February 2020, 19:36   #3
AmigaHope
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Looks pretty good but is missing hills. If it can also do hills at this framerate then you have a winner.
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Old 16 February 2020, 20:55   #4
Superman
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A good effort this. I would like to see someone tackle Chase HQ though.
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Old 16 February 2020, 21:51   #5
malko
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Great work & music !!!

Quote:
Originally Posted by lesta_smsc View Post
[...] 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
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Old 16 February 2020, 22:08   #6
Marchie
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Super smooth, really nice!
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Old 17 February 2020, 03:33   #7
Hewitson
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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.
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Old 17 February 2020, 03:56   #8
saimon69
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Quote:
Originally Posted by AmigaHope View Post
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
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Old 17 February 2020, 07:35   #9
saimon69
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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
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Old 17 February 2020, 10:46   #10
roondar
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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
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Old 17 February 2020, 11:19   #11
DamienD
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To me, I'm perfectly happy with the version of Super Hang-On that we got on the Amiga
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Old 17 February 2020, 17:54   #12
Bren McGuire
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This is smooth but way too slow. It wouldn't make the cut into a real game.
Look at the original:
[ Show youtube player ]

Far from " arcade perfectness" as the scroller says.
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Old 17 February 2020, 18:05   #13
robinsonb5
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Quote:
Originally Posted by Bren McGuire View Post
This is smooth but way too slow. It wouldn't make the cut into a real game.
Look at the original:
[ Show youtube player ]

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.
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Old 17 February 2020, 18:34   #14
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Yup, this is the Hang on we are talking to...
[ Show youtube player ]

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

Last edited by saimon69; 18 February 2020 at 18:42.
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Old 17 February 2020, 20:49   #15
d4rk3lf
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I think Vroom could be also "proof of concept" for this, and is completed game.
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Old 17 February 2020, 20:55   #16
malko
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@Bren McGuire
1985 : Hang On
1987 : Super Hang On
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Old 17 February 2020, 21:04   #17
Tigerskunk
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Amazing effort... !
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Old 20 February 2020, 00:55   #18
AmigaHope
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Quote:
Originally Posted by saimon69 View Post
The first Hang On did not have hills
Oops, I stand corrected. All my memories are of Super Hang On I guess. xD
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Old 20 February 2020, 04:25   #19
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Super hang on was a favourite of mine back in the day on the a500.
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Old 20 February 2020, 14:37   #20
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Quote:
Originally Posted by roondar View Post
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 View Post
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 View Post
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
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