12 September 2015, 17:05 | #101 |
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did you look at the link Mr Crow posted?
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12 September 2015, 17:19 | #102 |
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12 September 2015, 17:39 | #103 | |
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However, like Olaf said. I think, for any small dev team these days, cross platform is the key if you wanna see some $$. and for that 68k asm - projects arent the best solution. (Who would have guessed, right? :-) But just think about all the other stuff that goes into game dev that isnt CPU/hardware specific. I recently backed Tower 57, its gonna be released on a whole bunch of "small" platforms. If that was a single platform kickstarter I very much doubt they would have made it .. Although creating great games that run optimally on low end Amigas may not be quite compatibile with the cross-platform idea, Im sure at least more than half if the work could (depending on type of game obviously) be reused for low end hardware. And then, only half of your time would be wasted :-) (kidding) |
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12 September 2015, 17:53 | #104 |
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if there was a Vampire card for A1200 i would buy one in a heartbeat
@ReadOnlyCat i never mentioned Popt obviously there has been some confusion, i was talking about the insane "optimisations" various versions of VBCC/GCC make on 68k, according to the thread Samurai Crow posted, although i was also replying to your point about LINK/UNLK being unnecessary. Last edited by Mrs Beanbag; 12 September 2015 at 18:01. |
12 September 2015, 18:58 | #105 |
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12 September 2015, 19:11 | #106 |
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12 September 2015, 20:32 | #107 | |
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About the link and ulnk instructions: they're not really useless, but very convenient to have, just like it's very convenient to have cmp instead of having to use sub and a scratch register.
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Last edited by Leffmann; 12 September 2015 at 20:37. |
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12 September 2015, 20:36 | #108 | |||
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Low spec games are great but I believe higher spec targets can be more easily created. I think this was some of Olaf's point. However, the Amiga slow motion revival is not to the spec Hollywood would need. Maybe some kinds of non-processor intensive games would be possible on targets other than UAE. Hollywood itself is compiled so improving compilers could help the situation but new more powerful 68k hardware than even the FPGA Arcade and Mist would be necessary and available at a reasonable price. The Natami link makes me sad as it was the right target and had so much promise. Quote:
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12 September 2015, 20:45 | #109 | |
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And i don't just mean "without the instruction". i mean without building a linked list of stack frames on the stack at all. |
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12 September 2015, 20:59 | #110 |
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If you're debugging on machine level and have no stack-frames, and the stack is just one big blur of values, how would you unwind the call-stack correctly to determine what functions or subroutines have been called and in what order?
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12 September 2015, 21:01 | #111 |
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ok i suppose that is a case for using it in debug code, but it could also be done with metadata (same as how zero-cost exceptions work).
tbh i've never used a debugger on the Amiga. |
13 September 2015, 11:43 | #112 | |
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13 September 2015, 12:05 | #113 | |
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Funny, for years all i had was an A500+ and plenty of games would run on that. If it doesn't run on "retro" hardware then in what sense is it "retro game"? People are still making games for Atari 2600 fgs... |
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13 September 2015, 12:11 | #114 | |
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13 September 2015, 12:13 | #115 |
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yes, i can well imagine that, they developed for Amiga at the time because it was the "in thing", now it's a totally different market.
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13 September 2015, 12:22 | #116 |
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I appreciate that there are developers like you that do it for altruism and for fun without earning money. The question is, what do we want to have. Are we satisfied with people doing it for fun in spare time or do we want to get more commercial-level developments. I am not against first but I also would like to have second. And for second we need tools that also support commercial platforms. Of course there will be no new commercial games for A500. That is what I am convinced of.
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13 September 2015, 12:27 | #117 |
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personally i target A1200, but yeah, it's a lot of effort to make an Amiga game, for very little money. it's not a great business model. better development tools would help, having to write everything from scratch in Asm is a bit of a pain. Alex keeps mooting the idea of converting Mr Beanbag to mobile platforms, at least we already have the assets for it but the game engine will have to be redone. The main thing i worry about is the change of behaviour resulting from different screen refresh rates. The original is obviously hard-coded for 50Hz.
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13 September 2015, 12:39 | #118 | |
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13 September 2015, 12:45 | #119 |
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i've got no objection to development tools for Amiga that run on PC. i'd like there also to be good tools that run on Amiga as well, but in particular we need a good programming language/compiler.
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13 September 2015, 12:49 | #120 |
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there are good level-editors for 2D games that are partly freeware/opensource, partly commercial. I think using such tools would make development easier and it would make it easier to create teams with members that are not amiga-user. The same for tools to develop (animated) objects/sprites (not searched there yet).
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