17 September 2015, 15:41 | #181 | |
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Quote:
btw: Psytronik moved here: http://psytronik.net/, but you should have a look at the Binary Zone for disk releases http://binaryzone.org/retrostore/ind...=index&cPath=2 or RGCD http://www.rgcd.co.uk/p/games.html for cartridges. Unfortunately a lot of the games are sold out pretty soon after the release, so you won't be able to buy them anymore. The digital downloads are still available though and they are usually for free about half a year/a year after the release. |
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17 September 2015, 18:15 | #182 |
Total Chaos forever!
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Am I the only one here that thinks the reprogrammable character set graphics of the C64 contributes to the ease of programming of tile mapped games? Also, I might see about documenting the FBlit sources so that FBlit.library can be used without requiring the patch into the standard blitting routines it is intended to replace.
So far I have SpriteFX.library started and TileFX.library (formerly TileMap.library) far behind. Since TileFX is basically based on the ScrollingTricks example C source code on the Aminet, it is more of a port than an actual recode and as such, I'm having a little trouble focusing on it. How should I prioritize my tasks: FBlit.library documentation, TileFX coding and modifications, or SpriteFX.library implementation? Descriptions are available for the RetroFX (TileFX and SpriteFX) libraries at https://github.com/SamuraiCrow/RetroFX-libraries in their respective directories. Also, I may change the license to BSD or ZLib/LibPNG license instead of MIT license because I'm having second thoughts about people scavenging my source code and not giving me credit for working on the RetroFX libs. The FBlit code will remain under the MIT license at the request of the author in its respective repository at https://github.com/SamuraiCrow/fblit. Last edited by Samurai_Crow; 17 September 2015 at 18:17. Reason: added link to fblit |
17 September 2015, 19:11 | #183 | ||
Code Kitten
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I assume that the vbcc backends are mostly code and are not data driven? You mentioned that the 68k's CC behavior can prevent some peephole optimizations to be applied but could this be worked around by adding live analysis to the code right after the peephole window? If it can be determined that relevant bits of the CC are trashed a few instructions after the peephole window then the optimization can be applied (provided the possibility of branching is taken care of). I have not looked at the source code so maybe this is already done to some extent or not doable with the current architecture, I guess only Phx could tell us. Quote:
I am willing to bet new retro users will think similarly. |
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17 September 2015, 20:46 | #184 | |||
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http://server.owl.de/~frank/vbcc/docs/vbcc.pdf The current source code with 68k backend is at the following link. http://server.owl.de/~frank/tags/vbcc0_9d.tar.gz The code is complex and intricate but it is well organized and readable (some German comments though). There are few dependencies and the source compiles on my high end Amiga with vbcc. Look at and try to compile the GCC source code in comparison some time. Quote:
It may make more sense to move multi-instruction optimizations to the backend or possibly a new 68k instruction scheduler. Multi-instruction analysis is already done in a backend or an instruction scheduler so it makes more sense to me than the assembler. Volker and Frank may have different opinions though. Quote:
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17 September 2015, 23:58 | #185 | |
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With regard to games listed in Nobody's post Rocket smash ex New commando New Ghosts n goblins New Bombjack Bruce Lee 2 super Bread Box Canabalt Micro Hexagon Donkey Kong junior Powerglove Knight n grail trance sector ultimate Sam's journey many new quality SEUCK games Awakening brilliant maze These games cover a long period of release dates with I think 1 game from 2009 1 from 2011 1 from 2012 2 from 2013 2 from 2014 5 from 2015 If we cover a similar period for the Amiga there have been some great / fun games - Tracker Hero – 2010 Gravity Beam 2012 Downfall 2012 Agent Lux 2012 Super Sprint 2012 Sqrxz 2 – 2012 Joust – 2012 Guantlet – 2012 Sqrxz – 2012 Enemy 2 – 2013 Solid Gold – 2013 Putty Squad – 2013 International Karate – 2013 Metro Cross – 2o13 Incredible Adventures of Moebius Goatlizard 2013 Asgard met Vikings 2013 Where time Stood Still 2014 Oids 2014 Tales of Gorluth 2014 Maxwell Mouse 2014 Solomons Key 2 - 2014 Boxx 2 - - 2014 PuzCat – 2015 Henry and the Five Towers – 2015 Jay the Miner - 2015 I think sometimes we forget about Amiga releases and also sometimes forget how old other games are for other systems. one thing I will agree is that there are no Amiga games physically released in a box with a manual - posters and extras. I think there was a physical release of Putty Squad as part of another Kickstarter project - Tales of Gorluth and Sqrxz had a physical release too but I can't think of any others recently. One interesting thing I noticed from the Psytonik Software website is that they welcome submission for Amiga games - quote below: "If you've written a game for the Commodore 64, ZX Spectrum 48K / 128, Amstrad CPC, VIC-20 / Commodore Plus/4 or Commodore Amiga and would like Psytronik Software to publish it for you then please send an email to kenz@binaryzone.org with the details of your production. " I wonder if some of those Amiga games mentioned above had been released as physical games and all shown together on one website the amiga scene would be viewed as more active - sometimes games slip through the net. I might drop them a line to see if they are still willing to publish Amiga games too - bit strange that they have existed since 1993 and never had a game submitted or good enough to release for the Amiga. Last edited by amigapd; 18 September 2015 at 03:08. |
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18 September 2015, 11:02 | #186 |
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Actually there are dozens of releases for the c64 in 2015 I just mentioned some of the best, if I would write the mediocre ones too the list would be too big. If I would write since 2009 would possibly need one page. From the other hand its normal because c64 graphics quality could be done by one person but Amiga quality and complexity needs a team to produce something decent or one person program and draw everything for 2-3 years. Or make something like nibbly
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18 September 2015, 11:55 | #187 |
Gets there in the end...
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Aw boo. No one remembers my games. ;-)
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18 September 2015, 12:14 | #188 | |
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it's already playable, but I am currently working on the graphics, because you don't want to have C64 graphics on your Amiga... http://eab.abime.net/showthread.php?t=76817 |
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19 September 2015, 01:02 | #189 |
Jackie Chan
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Tales of gorluth has almost 200 pre-orders now. That's real sales data. That said, a higher quality, non-backbone game may garner more pre-orders than that.
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19 September 2015, 01:58 | #190 |
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Apologies Coagulus - I have started to update my Amigapd website and tidy it up - part of this process is to include a page listing recent PD / shareware releases - I am currently working my way through recent releases from the last 3 years in alphabetical order - I have added a couple of your games.
http://www.amigapd.com/games.html The idea is to have a seperate page for each game - showing a video / slideshow - links to the file / website. There are quite a few games for me to add - so please bear with me as I work my way through - once I think I am done I will ask for feedback on any games I may have missed. Hopefully having a page dedicated to the current Amgia scene we can promote all the great games that are still being made. In the near future I will also be looking to add to the interview section with Amiga indie programmers. |
19 September 2015, 11:18 | #191 |
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@amigapd
Great Idea! That is something I had hoped Amistore or Indiego Appstore to have fixed in future by you being able to search year by year basis all the Amiga PD releases. I was especially thinking of Indiego since it has this nice enough way to browse around and see pictures of games and have description. But your website is similar to what I have been hoping for. The point being that all the pd games are easily foundable and you can get to see soem info and pictures about them, as well as have a download link, all in one easy spot. That way you can get some idea about the game and its quality and then decide whether you wish to check it out or not. However, as a wish, in the end also add the possiblity to check year by year basis as well, since, even if you would add all PD games released just from 2000 on to today. It would already take some effort to go through alphabetic order and pick only year 2003 releases as example. |
19 September 2015, 18:36 | #192 | |
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Think I have almost finished games released in 2015 so far - think there are about 4 to 5 more to add - then will complete 2014. |
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19 September 2015, 18:47 | #193 |
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If you need a hand check out my list on a Lemon Amiga thread: http://www.lemonamiga.com/forum/viewtopic.php?t=12254
I'm a bit slack at keeping it up to date but I think that's all completed 'classic' Amiga releases for this year so far. |
19 September 2015, 20:23 | #194 |
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http://www.leehurleyproductions.free...mes/amiga.html
http://eab.abime.net/showthread.php?...id=4&styleid=1 I like manhole, around 2011 |
19 September 2015, 22:30 | #195 |
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I appreciate your openness.
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19 September 2015, 22:55 | #196 |
Phone Homer
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20 September 2015, 15:15 | #197 |
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It is simple. GCC is best c compiler avaible for Amiga.
If 68k is to sloow for code compiled by gcc, 68k should be replaced by faster cpu. Classic Amiga really need better procesor than 68k. This procesor should be bigendian beacuse all old software for amiga is bigendian, PPC is of course ideal choice for classic Amiga, but other like mips, sparc are also welcome. |
20 September 2015, 15:35 | #198 | |
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No... why? PPC is as dead as 68k today. 68k in FPGA has some geek factor and we will see what is possible when apollo becomes real. Whoever wanted PPC is already using it, for the rest starting with a dead CPU makes no sense at all. |
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20 September 2015, 16:06 | #199 |
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Great!
Something like this is exactly what I have been wishing for! By the way, a correction. Help My Cat! was actually released at end of 2014, although only very few noticed it. Most think its 2015, since it was about may 2015 that Cgutjahr uploaded it to aminet and messaged about it, which I am very grateful to him, and it was at that point that most people who have noticed Help My Cat! at all noticed it. And James Jacobs is not the author, I am. |
20 September 2015, 19:26 | #200 | ||
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There isn't even official GCC support for the Amiga! GCC is powerful but it is bloated, unwieldy and it uses a completely alien environment to the Amiga. It is a pseudo standard for porting software if bringing alien software to the Amiga with an alien compiler is a priority. GCC had code quality and bug issues from about 3.3 to 4.5 (except for the Intel CPU target) probably due to the difficulty of maintaining this behemoth. Clang/LLVM was likely developed because GCC had quality and maintenance issues.
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o CISC o big endian I agree that it is easier and more compatible to stay with big endian but then you choose RISC for the Amiga which is more difficult and less compatible? I prefer to say that PPC is dying but not yet dead. MIPS and SPARC are in no better shape. ARMv8 (AArch64) processors are likely to replace PPC, MIPS and SPARC. Maybe ARMv8 can succeed where these other similar RISC processors have failed because the 4th try is the charm, or is it beating another dead horse? Yea. Last edited by matthey; 20 September 2015 at 19:33. |
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