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Old 18 March 2018, 12:58   #1
Toni Galvez
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Yoomp! game on OCS Amigas.

Hello everyone,

I want to ask you, is it possible to do a port of this game for OCS Amigas?

[ Show youtube player ]

The game runs on 4 colours char mode. Maybe the Amiga can manage this tunnel effect using 2 bitplane mode (4 colours) and use HW sprites for the ball?

What are your thoughts?
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Old 18 March 2018, 13:40   #2
Coagulus
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If an Atari 8-bit can do it it should be a fiddle (EDIT: doddle - silly phone autocorrect!) for an Amiga I'd have thought. Not that I could do it mind you!

Ps it's a a great game.

Last edited by Coagulus; 19 March 2018 at 00:21.
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Old 18 March 2018, 22:16   #3
Photon
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Yes, NP. Needs level design, of course.

Seems similar to Trailblazer. You could try the Trailblazer clone for Amiga (PD? Name?) if it satisfies.
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Old 19 March 2018, 03:26   #4
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Wow, a 3D trailblazer, nice.

Great find Tony, I did not know about this game. Which system was this for?

Quote:
Originally Posted by Photon View Post
Yes, NP. Needs level design, of course.

Seems similar to Trailblazer. You could try the Trailblazer clone for Amiga (PD? Name?) if it satisfies.
Seconded.
With only four colors this is not a problem at all. This would make the C2P pass much more efficient moreover.

Quote:
Originally Posted by Coagulus View Post
If an Atari 8-bit can do it it should be a fiddle (EDIT: doddle - silly phone autocorrect!) for an Amiga I'd have thought. Not that I could do it mind you!

Ps it's a a great game.
Although this is certainly true for this game note that there are things that Atari 8-bit computers (or the NES, another 8 bit) can do that the Amiga would have a hard time with.
Some effects which take advantage of text tiled-modes for example could really strain the Amiga's Blitter and would be a piece of cake for the puny 8 bits.
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Old 19 March 2018, 19:16   #5
Toni Galvez
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Yoomp!

Yes

Quote:
Originally Posted by ReadOnlyCat View Post
Wow, a 3D trailblazer, nice.

Great find Tony, I did not know about this game. Which system was this for?



Seconded.
With only four colors this is not a problem at all. This would make the C2P pass much more efficient moreover.



Although this is certainly true for this game note that there are things that Atari 8-bit computers (or the NES, another 8 bit) can do that the Amiga would have a hard time with.
Some effects which take advantage of text tiled-modes for example could really strain the Amiga's Blitter and would be a piece of cake for the puny 8 bits.
Commodore 64 and Atari 8Bit.

That's very good, I would love to see an Amiga version running some day.
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Old 19 March 2018, 20:40   #6
DanScott
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Originally Posted by ReadOnlyCat View Post
This would make the C2P pass much more efficient moreover.
This doesn't need C2P
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Old 20 March 2018, 16:29   #7
Toni Galvez
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Originally Posted by DanScott View Post
This doesn't need C2P
Can you explain your idea of how to do it?
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Old 20 March 2018, 17:17   #8
malko
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Reminds me a Dragon's Lair level
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Old 26 March 2018, 16:34   #9
sandruzzo
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Great game! Whould be nice to do on amiga!
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Old 27 March 2018, 09:09   #10
sandruzzo
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How tunnel is made on c64?
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Old 01 June 2019, 17:39   #11
Kefir
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Quote:
Originally Posted by Toni Galvez View Post
Hello everyone,

I want to ask you, is it possible to do a port of this game for OCS Amigas?

There is a preview of Yoomp! on polish Amiga forum.



https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp
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Old 01 June 2019, 18:01   #12
DanyPPC
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There is a preview of Yoomp! on polish Amiga forum.

https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp
Great graphic !
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Old 01 June 2019, 18:22   #13
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Wow, look nice
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Old 01 June 2019, 18:51   #14
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But maybe try to keep the amazing Atari soundtrack, rather than the quite poor in comparison C64 one
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Old 01 June 2019, 19:04   #15
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Quote:
Originally Posted by DanScott View Post
This doesn't need C2P
Depends.
The algorithm would definitely be simpler with chunky pixels.
Now, the small screen surface probably allows for a direct bitplane approach but frankly why bother?

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Originally Posted by DanyPPC View Post
Great graphic !
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Originally Posted by DamienD View Post
Wow, look nice
No way in kitten's hell that this is running on an A500.
030 required at the very least, and even then...
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Old 01 June 2019, 19:13   #16
DamienD
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No way in kitten's hell that this is running on an A500.
030 required at the very least, and even then...
Information taken from Kefir_Union's opening post on the PPA thread: https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp

Quote:
Two years ago, by chance, I found the Yoomp record! on Youtube. I do not know what sued me more, the game itself or that in 2007 someone writes something for little Atari, my first computer. My imagination began to revolve around "how is it done?".
Amiga I have not had for 20 years but this computer I have the greatest sentiment and it's on it that I learned the assembler, playing with writing demos. After seeing Yoompa !, for purely entertainment purposes, treating it as a puzzle, I was wondering how such a game can be done on the Amiga. I came up with a few engines, one of which seemed so promising and original that I wanted to buy A1200 years later and write Yoomp! on the Amiga.
Conceptual work began in 2018. From January 19. I'm working quite hard on the game and today is the moment when I can show you something.
The game is at the stage where you can play. The tunnel surrounded by stardust is rendering, the ball is jumping, the fields are reacting. Control is a joystick right, left, fire - jump.
For now, it's only the first screenshots, I will show the video record after taking the level editor.

In relation to the original Atari, I have some changes. The most important thing is:

1. There are 16 tiles on the circumference, instead of 8.
2. In the Z axis you can see 10 tiles instead of 4, which allows you to plan your moves in advance.
3. There are special bonus boxes (orange), which changes the game's focus more on collecting points than just on survival.
4. There are new field types, e.g. causing some tiles to disappear.

The title will be "Jump!" because there was no game with this name on the Amiga.

Requirements are A1200 + 4MB Fast.
The game works in 320x256 resolution in 256 colors, 25fps.
The tunnel is bigger than the display window and moves with the ball movement, just like in the Stardust game.
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Old 01 June 2019, 19:16   #17
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Quote:
Originally Posted by DamienD View Post
Information taken from Kefir_Union's opening post on the PPA thread: https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp
Oh, thanks for the information Damien.
I suppose that this is not actual texture mapping then and the memory requirement is probably to store many pre-scaled versions of the tiles.
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Old 01 June 2019, 19:18   #18
Kefir
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Quote:
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No way in kitten's hell that this is running on an A500.
030 required at the very least, and even then...

The game has no big requirements. Jump! works at 25 frames per second on

A1200 14MHz with 4MB fastram. This is due to the fact that it doesn't use c2p conversion.
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Old 01 June 2019, 20:01   #19
ReadOnlyCat
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The game has no big requirements. Jump! works at 25 frames per second on

A1200 14MHz with 4MB fastram. This is due to the fact that it doesn't use c2p conversion.
It all depends on whether you compare it to the C64 original.
An A1200 with 4MB Fast RAM is a pretty steep requirement from the 64k of a C64.

Of course it is much improved graphically but that configuration was not as standard as the stock C64 was.
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Old 01 June 2019, 20:02   #20
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Shame there’s no video of it running, would give a better idea if looks good enough at 25fps. Games like this always best at 50fps.
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