NEW GAME: Killer Bees
Please find my first ever Blitz Basic project in the zone "killerbees.adf".
EDIT: Version 1.1 released, now A500 compatible. Aminet link http://i1323.photobucket.com/albums/...psikyriuzw.png http://i1323.photobucket.com/albums/...ps99ywqh9v.png It is a conversion of my favourite game on the Phillips G7000 machine. Unfortunatly because the machine was quite rare people don't know of this fast pace game. The original was written by Bob Harris in 1983. I have already done a ZX Spectrum port in 2014 so it seemed like a good project for Blitz. I developed this on my A1200 with an 030 at 50mhz. It ran lovely until I tried to run it on a plain A1200 (Thanks FS-UAE) then I had too start blitting objects every other frame to keep the game speed :( I can't get it to even boot using Kickstart 1.3, although I think it will be way to slow on a A500 anyway. Somone much better than me can most likely optimize it tho. The source is included. So I guess the minimum requirements for now are 68020 and Kickstart >1.3 Instructions below Code:
Killer Bees |
Nice one gazj82 :great
...guess this means that I need to add another system / entry into this thread then: Ports / Conversions --> Amiga ;) Edit: done! |
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Can't get it to run:
Wrong number of arguments and something about an IF statement. I think it will not even start on WB 1.3 is Coz it is Fast File Format ? # EDIT Got it working by loading Workbench Showing All Files and Clicking on Pseudo Icon. |
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I still can't get this to even boot on a A500. A A600 will boot and you can here the game running but see no graphics on the screen. Has anyone have any ideas.
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Check boot block in winuae when creating adf.
And add diskfont.library for ks1.3. |
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Thanks for your help. The disk was created on a real A1200 using the "install df0:" command. I guess this creates the same boot block. I already have diskfont.library and some others. I have even taken the workbench 1.3 versions in desperation. Thanks for your help tho. |
Oh, I posted before I peeked at disk. So now when I did look at it, I think ks1.3 need all those commands you used in s-s such are LAB, Skip, Eval... in C folder.
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Hi Cobe.
I simplified the startup-sequence without that loop. Just to keep things simple. But it still won't boot on a A500. It begins to load and then just hangs. Even if I get it to load I still don't think it will display the graphics as a A600 or A500 config with Kickstart 2.0 loads but nothing shows up on the display. I can however hear the game sounds. |
I took a look at code and of course it wont work with 8 bit planes on nothing but aga. I compiled it quickly for 6 bit planes. It works, kinda.. Title screen is appropriately ugly and game works but enemies are not visible.
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Thanks for you help. Hopefully a ECS compatible version is coming. |
As I see your using 16 colors. So go for 4 bit planes thus you should gain speed. And I don't see why u used dual playfield. I turned it off and heads of 2 enemies appeared but the rest occasionally flash so blitter probably doesnt have enough time to catch up..
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Well I have changed the game to 4 bitplanes and got rid of the dual playfield. I must admit I haven't still entirely understood setting up the display.
Problem now is I can't get the colours to display correctly even in game. I have resaved the graphics in 8 colours. |
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Yeah, thats the next thing I'd suggest after he sort out graphics and palettes for 3 or 4 bitplanes if that alone doesnt help. But the thing at the moment is it's not flashing as it usually does before you realize you must go with double buffering, its far worse, some gfx are almost invisible actually and they only blink really shortly and partially now and then.
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Article done :)
http://www.indieretronews.com/2017/1...7000-game.html |
I need one colour for sprites too. The sprite is part of my normal pallette. i.e it is grabbed from the same bitmap as other graphics. The best I can do is get it to work with 6 bitplanes. Anything else and the colours get really screwed up and no matter how I try to load the pallette in the colours are all just wrong.
I did find that I had an AGA fix offset set (which I guess I needed when using 8 bitplanes), turning this off made 6 bitplanes possible. I have no idea how to setup double buffering unofrtunately. Still loads to learn :) |
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