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Old 01 November 2019, 14:45   #21
Nightshft
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Cool! First played bagitman like 4-5 years ago, but it's such a nice game. Hope you have good progress! =)
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Old 01 November 2019, 20:49   #22
Asman
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Quote:
Originally Posted by jotd View Post
after 4 years first update on this.

Being boosted by others creating their own arcade port amiga game (Kungfu master, Bombjack, Rygar), I'm finally trying to port that for amiga, but properly, by NOT using SDL which is too slow.

I found a way to reuse 95% of the code and keep most of SDL interface, but use the blitter behind the scenes.

I could blit basic images, but I still suck. Just for fun I started the game without trying to tune anything besides basic blitting. That's a mess but still...

Attachment 65017
Great job! Do you also plan convert c++ to c.
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Old 01 November 2019, 21:15   #23
jotd
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C++ to C no, sorry! there are a lot of classes and all. It's no longer useful since g++ does a good job as a 68k target.
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Old 02 November 2019, 04:46   #24
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Opens in a Window for me ???

https://imgur.com/tWEAEk6
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Old 02 November 2019, 08:08   #25
jotd
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The old amiga version is super-slow and uses SDL. It also opens a window. The new amiga version will be full screen
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Old 15 November 2019, 22:51   #26
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update on this:

- figured out a lot of blitter issues (still not all of them)
- could start the game main interrupt & refresh. Obviously still wrong blits, but palette is okay (at least in other tests), running 32 colors (original game uses 18 or 19 colors, strange but maybe I messed up when ripping the gfx)

updated start pic

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Old 16 November 2019, 02:42   #27
turrican3
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Great work.
Is it possible to display it fullscreen now ??

Last edited by turrican3; 16 November 2019 at 02:53.
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Old 16 November 2019, 12:01   #28
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@jotd

Cool, thanx for the new Amiga game.
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Old 16 November 2019, 12:10   #29
jotd
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yes it will be full screen.

well, the "game" isn't working like at all for now. Time to test the new Bebbo gdb server & source code level cross debugger

BTW does anyone has libpython27.dll ? because m68k-amigaos-gdb needs it and it's not in the gcc distro (it's python 2.7 DLL for cygwin).

Update: new gcc build has a working gdb.

Last edited by jotd; 23 November 2019 at 17:21.
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Old 23 November 2019, 17:25   #30
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thanks to the debugging sessions and a lot of step by step I was able to

- remove a fclose(f) that crashed my application. This may be a compiler/lib bug as the code has no issues reading from that file. I'll port the calls to Amiga native just to see
- thanks to the debugger I could fix some stupid fadein/fadeout buffer copy code that wasn't supposed to trigger. Instead, I should change the palette dynamically. We'll see later.

With this ironed out, the display is much cleaner. The position of the bags are too high (WTF it's okay in the other versions... we'll see), the text messages are turned off because they are sources of crashes but the rest is displaying fine.

Also I didn't implement the "cookie cut" blitter stuff yet.

Now let's figure out why nothing is updating, specially this dumb guard above. Debugger will be a precious ally here specially because in full screen it's difficult to print debug info...

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Old 23 November 2019, 21:48   #31
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making some progress despite the fact that I suspect gcc 6.5.0b to be VERY buggy. 6.4.x works properly, fortunately (but debugger not working...)

here 2 merged images (because I didn't implement a proper clear screen ATM) of menu + playfield. Fonts have some copy/blit issue (small gfx is using the CPU only) but starting to work
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Old 24 November 2019, 02:10   #32
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Bagman remake : Amiga version available

Try adding option -fbbb=- and see if this gets rid of some corruption. It disables Bebbo’s optimizations.

Last edited by pipper; 24 November 2019 at 03:17.
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Old 24 November 2019, 09:42   #33
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thanks, but it still crashes at random places when calling system routines (printf, fclose...)

Stack is set to 1MB just in case... but not helping.
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Old 24 November 2019, 10:38   #34
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To me Bagman-amiga-0.95 works well on AfA One, can you enlarge the window?

Last edited by AMIGASYSTEM; 16 December 2019 at 09:28.
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Old 24 November 2019, 10:57   #35
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The parameter -a has been used and the screen has been enlarged but it is rectangular

Test Video: Bagman Remake SDL

Last edited by AMIGASYSTEM; 16 December 2019 at 09:28.
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Old 24 November 2019, 13:42   #36
jotd
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@AMIGASYSTEM yeah but SDL version on WinUAE is cheating. If you have a PC you can use the windows SDL version. I think there's a fullscreen option, but not sure on the amiga version.

I'm trying to create an amiga version that works on a A500/A1200.
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Old 24 November 2019, 13:57   #37
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Quote:
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I'm trying to create an amiga version that works on a A500/A1200.
As it should be

Last edited by DamienD; 24 November 2019 at 14:21.
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Old 24 November 2019, 14:18   #38
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Quote:
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I'm trying to create an amiga version that works on a A500/A1200.
Legend
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Old 24 November 2019, 18:42   #39
jotd
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controls added. Game is playable. Lots of gfx glitches, missing clipping and all but reached the rightmost level and game mechanics work. Speed is correct too.

Click image for larger version

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that will be my very first game on Amiga

BTW if someone wants to create music modules for that one (this is basically chiptunes, I've zoned the mp3s) I'd be interested.

Last edited by jotd; 24 November 2019 at 22:11.
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Old 21 December 2019, 22:37   #40
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update: playable very alpha version. Full of bugs/flickering but with sound (thanks phx!)

download in the zone. Needs a harddrive ATM but I can make it fit on a floppy with compression later. Needs 2MB ECS to run too. Speed is good.
Set the stack at 30000 (lower may work). this is a C++ program, not asm.
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