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Old 16 February 2020, 19:36   #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 19:44.
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Old 16 February 2020, 19:49   #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, 20:36   #3
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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, 21:55   #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, 22:51   #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, 23:08   #6
Marchie
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Super smooth, really nice!
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Old Yesterday, 04:33   #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 Yesterday, 04:56   #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 Yesterday, 08:35   #9
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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 Yesterday, 11:46   #10
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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 Yesterday, 12:19   #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 Yesterday, 18:54   #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 Yesterday, 19:05   #13
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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 Yesterday, 19:34   #14
saimon69
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Yup, this is the Hang on we are talking to...
[ Show youtube player ]
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Old Yesterday, 21:49   #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 Yesterday, 21:55   #16
malko
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@Bren McGuire
1985 : Hang On
1987 : Super Hang On
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Old Yesterday, 22:04   #17
Steril707
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Amazing effort... !
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