09 September 2012, 03:38 | #21 |
Registered User
Join Date: Feb 2009
Location: london/england
Posts: 1,347
|
I wish you all the best Spud
My Amiga Buck Rogers game lies dead on a hard card from my second Amiga 2000 to die in 12 months and the frustration with irreplaceable hardware just drove me over the edge. Working on a PC via WinUAE and a 1080p LCD monitor with 100hz update is not suitable for my game as I needed to see how much I could drop the texture palette and make it up with tight copperlists. It was meant to look great on CRT tubes using SCART/RGB cables on real Amigas. Ah well not much I can do about it now after searching for a single sane ebay seller with a replacement for months. I am now working hard on producing an iconic Commodore 64 game using DirectX 11 for PC though, and have the support of a 3D artist who worked on Prometheus. Writing games is awesome, had great fun getting those 3D textured floors with lovely depth cue effect working on a bog standard Amiga OCS machine though. Good feeling |
13 September 2012, 20:35 | #22 |
Registered User
Join Date: Dec 2008
Location: UK
Posts: 308
|
Hi SPud. If you need any sound effects done give me a shout.
|
13 September 2012, 21:55 | #23 | |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
Quote:
Any clues on what the iconic C64 game is? Thanks for the offer, Kola I do have a musician on board, though he's working on his own projects so who knows, may come a-knocking when the time comes. Before I consider that though I need to figure out how to slot in some sort of interrupt (presumably) driven mod player. All part of the fun though :-) |
|
14 September 2012, 00:17 | #24 | |
Registered User
Join Date: Aug 2007
Location: Tasmania, Australia
Age: 39
Posts: 1,189
|
Quote:
|
|
14 September 2012, 00:42 | #25 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
Hey Cammy, I shall have a look at that, thanks :-)
I've just stuck a placeholder subsection on the blackjet site if anyone is interested. I can understand if you're not http://blackjet.co.uk/amiga/lost-disks-of-amiga/ In theory news and a demo .adf should be added in due course. Game title is still subject to change - it's not about collecting disks at all, but aliens/space invaders. (or something). Last edited by spud; 14 September 2012 at 00:43. Reason: spelling correction |
17 September 2012, 12:54 | #26 | |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
Quote:
|
|
17 September 2012, 18:18 | #27 |
Glastonbridge Software
Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,243
|
one way I optimised my own ProTracker playroutine was to take out all support for fine tuning. Those period tables were just taking up too much space! And I always make a point of tuning my samples properly anyway.
What I always wanted to do was use the Copper to handle the repeat pointers, but I never got it to work. DMA wait loops are so ugly. I might just rewrite the whole thing someday but it's not a high priority. |
17 September 2012, 18:33 | #28 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
That sounds like a good tip, and probbaly within my level of capability. I shall have to give that a go. Thanks Mrs B :-)
|
17 September 2012, 18:47 | #29 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,645
|
phx, the guy who made it (for his port of SQRXZ) is in this forum, so you may want to message him or bringing him into this thread!
|
17 September 2012, 19:29 | #30 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
|
You just type vasmm68k_mot ptplayer.asm, that's it. If you specify -Fhunk -nosym you also get it in smaller size in Amiga Hunk format. It's very neat and easy to use, just have a look at the functions and they will say exactly how to call them.
|
18 September 2012, 16:54 | #31 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
HI Leffmann,
Thanks for that, your advice and reading the vasm manual helped, but also I needed a kick up the arse to understand what linking actually was and how XREF and XDEF relate - I am an absolute beginner at this stuff. So now I can assemble stuff in vasm and/or devpac and link it all together with blink or vlink. Calling functions from modules such as the ptplayer work fine, I just need to understand how to get the player to do what I want without corrupting stuff on screen, I presume I am calling the functions with the wrong parameters. I'm not entirely sure what "AutoVecBase" refers to for example. Perhaps this will be revealed in the HW Ref manual or some other dev tome, yet nothing is returned from the Amiga Dev Docs search on amigadev.elowar.com, so I wonder if this is some colloquialism I'm not privvy to. Thanks again for the nudge in the right direction, though. |
19 September 2012, 12:56 | #32 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
|
The replayer is written to be modular and easy to call from C, that's why it looks like this. (what I assume from looking at it at least)
The AutoVecBase refers to the vector base, the base address where the M68K exception and interrupt vectors are. On 68000 it's always 0, on 68010 and up it can and may be located elsewhere. The NearDataBase is the base address of the small/near data section, it will be called _LinkerDB. This stuff is more or less automatically handled in most Amiga C compilers and linkers. EDIT: here's an example Code:
section code xref _LinkerDB xref mt_init, mt_music, mt_install_cia, mt_end, mt_remove_cia, mt_Enable near a4 start move.l 4, a6 lea getvbr, a5 ; determine the vector base jsr -30(a6) lea $dff000, a6 lea _LinkerDB, a4 ; near data section in A4 lea module, a0 jsr mt_init move.l a3, a0 ; vector base in A0 st d0 ; PAL jsr mt_install_cia st mt_Enable(a4) wait btst #6, $bfe001 bne wait jsr mt_end jsr mt_remove_cia moveq #0, d0 rts getvbr sub.l a3, a3 ; assume address 0 btst #0, 297(a6) ; check AttnFlags in exec to see if beq .done ; we have 68010 or higher movec vbr, a3 ; read the vector base register .done rte section data_c module incbin speris_end.mod Last edited by Leffmann; 19 September 2012 at 13:17. |
19 September 2012, 14:05 | #33 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
That's interesting, I wasn't expecting the smalldatabase to be that, I assumed wrongly I should reserve a chunk of memory at runtime to hold it and use it.
Again, thanks |
13 October 2012, 22:58 | #34 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
Demo available
Hi All
Thought I'd stick a demo up of the game, hopefuly you'll find it fun and give a good taster of what the final game might be like. IT lacks a lot of features scheduled for the full game such as powerups, some enemy types, other hazards and mechanics. Plus some fine tuning needed (masking on the enemies for example, presentation screens etc). So it's a very cut down, basic game but I hope you enjoy. Grab it from: http://www.blackjet.co.uk/downloads/...goatlizard.zip I've been able to test it on my 4000 and 1200, both appears to play it fine. Emulated A500 via winuae seems to work too, but it is slightly less smooth and I find it bugs out more often on 68000 than other cpus, but that should be reoslved eventually as my coding and understanding improves Basic instructions are to use the joystick to move left, right up and down. You can only go up and down on the teleporter pads and if you go to the edge of the screen you wrap around but going off left moves you upand right moves you down a platform. Avoid the enemies and grab all the little random space invaders to progress to the next level. Exit the game from the title screen with left mouse button. You have 4 lives (though there is no indication of this in-game yet). |
13 October 2012, 23:21 | #35 |
Puttymoon inhabitant
|
anus.adf?
|
13 October 2012, 23:23 | #36 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
Yeah, sums up my coding skills nicely
|
13 October 2012, 23:38 | #37 |
Puttymoon inhabitant
|
Could you provide it to us as an amiga .lha archive as well? I would like to download directly to my real Amiga.
|
13 October 2012, 23:53 | #38 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
|
13 October 2012, 23:55 | #39 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,645
|
500 - Internal server error.
|
13 October 2012, 23:58 | #40 |
Registered User
Join Date: May 2010
Location: London, UK
Posts: 268
|
Oops. Fixed now Web config breakage after a mime type change to permit .lha downloads.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Looking the title of a game | simon_m74 | Looking for a game name ? | 2 | 07 April 2013 21:44 |
was there ever a game with a title like terrorfryer? | lost_lemming | Looking for a game name ? | 6 | 03 March 2010 00:29 |
Game title. | comawhite015 | Looking for a game name ? | 6 | 06 July 2006 01:50 |
Looking for a game title, please help?! | smutler69 | Looking for a game name ? | 7 | 13 May 2006 22:19 |
Longest game title ever ! | DeCreator | Amiga scene | 23 | 11 October 2003 18:20 |
|
|