English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 16 February 2020, 18:36   #1
skyzoo73
Registered User

skyzoo73's Avatar
 
Join Date: Sep 2019
Location: Italy
Age: 47
Posts: 33
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 18:44.
skyzoo73 is offline  
Old 16 February 2020, 18:49   #2
lesta_smsc
Registered User

lesta_smsc's Avatar
 
Join Date: Feb 2012
Location: United Kingdom
Posts: 2,184
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.
lesta_smsc is offline  
Old 16 February 2020, 19:36   #3
AmigaHope
Registered User
 
Join Date: Sep 2006
Location: New Sandusky
Posts: 645
Looks pretty good but is missing hills. If it can also do hills at this framerate then you have a winner.
AmigaHope is offline  
Old 16 February 2020, 20:55   #4
Superman
Registered User

Superman's Avatar
 
Join Date: Sep 2014
Location: Wakefield
Age: 45
Posts: 799
A good effort this. I would like to see someone tackle Chase HQ though.
Superman is offline  
Old 16 February 2020, 21:51   #5
malko
Ex nihilo nihil

malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 2,778
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
malko is offline  
Old 16 February 2020, 22:08   #6
Marchie
Registered User

Marchie's Avatar
 
Join Date: Jul 2016
Location: Sydney / London
Posts: 519
Super smooth, really nice!
Marchie is offline  
Old 17 February 2020, 03:33   #7
Hewitson
Registered User
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 37
Posts: 3,708
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.
Hewitson is offline  
Old 17 February 2020, 03:56   #8
saimon69
J.M.D - Bedroom Musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,360
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
saimon69 is offline  
Old 17 February 2020, 07:35   #9
saimon69
J.M.D - Bedroom Musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,360
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
saimon69 is offline  
Old 17 February 2020, 10:46   #10
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,898
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
roondar is offline  
Old 17 February 2020, 11:19   #11
DamienD
Global Moderator

DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 43
Posts: 17,376
To me, I'm perfectly happy with the version of Super Hang-On that we got on the Amiga
DamienD is offline  
Old 17 February 2020, 17:54   #12
Bren McGuire
Registered User

Bren McGuire's Avatar
 
Join Date: Nov 2019
Location: Croydon
Posts: 79
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.
Bren McGuire is offline  
Old 17 February 2020, 18:05   #13
robinsonb5
Registered User
 
Join Date: Mar 2012
Location: Norfolk, UK
Posts: 745
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.
robinsonb5 is offline  
Old 17 February 2020, 18:34   #14
saimon69
J.M.D - Bedroom Musician

 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,360
Yup, this is the Hang on we are talking to...
[ Show youtube player ]

I did pour a lot of coins in this machine, and tried to code my own clone on the ZX spectrum (called Easy Biker), was done - i admit - poorly: using BASIC and draw routines to move horizon lines left and right plus a perceived sense of centrifugal force, occasional side obbjects and some bike - also a rendition of the music (a bit poor too) using the stolen two channel routine from Zombie Zombie (provided by an italian cassette magazine) - sadly might have been lost due to bitrot of the tapes

Last edited by saimon69; 18 February 2020 at 18:42.
saimon69 is offline  
Old 17 February 2020, 20:49   #15
d4rk3lf
Registered User

d4rk3lf's Avatar
 
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 740
I think Vroom could be also "proof of concept" for this, and is completed game.
d4rk3lf is offline  
Old 17 February 2020, 20:55   #16
malko
Ex nihilo nihil

malko's Avatar
 
Join Date: Oct 2017
Location: CH
Posts: 2,778
@Bren McGuire
1985 : Hang On
1987 : Super Hang On
malko is offline  
Old 17 February 2020, 21:04   #17
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,458
Amazing effort... !
Steril707 is offline  
Old 20 February 2020, 00:55   #18
AmigaHope
Registered User
 
Join Date: Sep 2006
Location: New Sandusky
Posts: 645
Quote:
Originally Posted by saimon69 View Post
The first Hang On did not have hills
Oops, I stand corrected. All my memories are of Super Hang On I guess. xD
AmigaHope is offline  
Old 20 February 2020, 04:25   #19
Adrian Browne
Jackie Chan
 
Join Date: Mar 2012
Location: Ireland
Age: 42
Posts: 692
Super hang on was a favourite of mine back in the day on the a500.
Adrian Browne is offline  
Old 20 February 2020, 14:37   #20
Vesuri
Registered User

 
Join Date: Sep 2019
Location: Amsterdam / The Netherlands
Posts: 8
Quote:
Originally Posted by roondar View Post
Done well, that makes drawing the road pretty much "free".
Writing that copperlist competes for bus access though and takes time, especially when all 6 bitplanes are enabled.

Quote:
Originally Posted by roondar View Post
I wonder how much raster time is left...
Close to none. Using the visual DMA debugger in UAE (v-4 command) when running using an A500/1Mb chip configuration will give you an idea. There are some things that could be improved further though but it was pretty tough to get to a mostly stable 50FPS on a system without fast RAM.

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.
I will look into this... some time in the future. Don't hold your breath though, I really need a break after finishing this one
Vesuri is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Killing caches: fool-proof method? kaffer Coders. Asm / Hardware 9 09 February 2019 10:54
ACA620 reset proof ram disk Toni Wilen News 42 09 October 2017 15:57
REQ: Scene group names proof DH project.TOSEC (amiga only) 18 30 November 2010 20:02
EAB Member ripped me off! PROOF! Ionise MarketPlace 37 10 October 2010 09:18
NATAMI Concept!! Faerytale Hardware pics 48 14 March 2009 21:04

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 03:40.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Page generated in 0.09253 seconds with 13 queries