Incredible use of A1200 AGA chipset and CPU. Beat em up ARCADE.
Hi all fellow Amigans.
Long time lurker here, and thanks for letting me join EAB. I would like to show you all this amazing Amiga 1200 arcade quality final fight like beat em up for the Amiga 1200. Looks amazing and I have permission to link the authors videos if thats OK with mods also ? States this runs in 128 colours or 64 colour AGA modes, uses no Sprites or even the Blitter or Copper to do these incredible arcade quality graphics. The author says that the 1200s 14mhz 020 CPU renders the graphics, all at 50fps 128 colours and 15 or 8 colour parallax backgrounds. Check it out people and see what you think, as I was and am still amazed what this ASM programmer has achieved on the Amiga 1200 AGA AMIGA GAME DEVELOPER linky https://www.youtube.com/watch?v=PBi9ycFKW34 From the programmer comments. He says that no hardware sprites are used, 64 pixels or otherwise. The 64-bit bitplane fetch mode mostly wipes them out. All rendering is done by the CPU, and so the blitter isn't used. And I'm not currently using the copper either. He currently has 4 videos so far which all look amazing and this all shows that the Amiga chipset and 14mhz 020 could rival the Snes and even NEO-GEO to some degree just my opinion. He is using 64meg fast ram but says this could be reduced with more optimisation. MODS I hope this is OK to start a new thread on here and to link videos on here with the permission of the author of course. If in wrong thread then please remove and or move as appropriate, thanks. :) |
Welcome to the EAB :) Video looks great, more info about this project is welcome.. Subscribed to his Youtube also ofcourse :)
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Hello
Not using spritres or overall custom chipsets is big waste, It could be used in some way, because this is almost for free regarding CPU usage. So I'm suggesting also using custom chipsets, even for simple tasks, eg status panel or copper sky (if not already used) to use just one (!) changeable colour to sky (blue - white transposition). |
It says its machine has 64 megabyte fast RAM, that is a LITTLE BIT above specs,thogh
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Hi all and thanks to mods and people for having me.
Yes 64mb ram is a lot for a miggy I know, but has a video in the comments running on real hardware using only 8mb or 12mb. I would imagine that a good portion of ram is used up for the colourfull sprites, backgrounds and the like. He did also mention that he might use the copper for on the fly colour changes at some point. Cant wait to see more progress of this engine. |
HI Kriz and thanks for the kind words.
Glad to finally be on EAB as have been lurking and reading for so long. |
Here are some more of his videos to wet your appetite
https://www.youtube.com/watch?v=-kbuSV2ucB8 https://www.youtube.com/watch?v=ECww64XyOqw https://www.youtube.com/watch?v=GojpwZMBHz4 |
Very impressive! I look forward to hearing more about this.
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that too good to be true. And not using the blitter... what?
Sorry, I'm saying it's fake until proven otherwise. |
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I am not into the coding, but that sound's like a lot's of power... I might be wrong, though... @Jimmy's Miggy's Nice! Thanks for creating a thread, I love watching progress on this stuff. :) Have you seen demo for the Metro Siege? It's an upcoming brawler for OCS A500 with just 1MB of Ram. :) Check it out: https://www.youtube.com/watch?v=JvLfNMkpMDY |
Looks genuine to me. Will be more impressive when AI and collision detection has been implemented.
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High memory usage may suggest he uses pre-shifted bobs. This would simplify and speed up things like optimized rendering (like never restoring areas which were covered by bobs in previous frame and again in current frame).
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Nice!! Hope there will be a game out of this.
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using CPU only would mean only 8 pre-shifted bobs not 16.
Still on my Phase 5 68060 chip ram access is super slow even with a fast cpu... Winuae doesn't emulate that extra slowness. |
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Reminds me of the Street Fighter AGA video... Too good to be true. Specially without sprites & blitter.
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He can render everything in fast ram and write back (no chip ram read ever) changes between previous frame and current frame to chip ram. This also means that areas in chip ram are only written once even when you have multiple overlapping bobs in the same area. |
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If this game really does use the CPU for everything there is no reason it can't be done in a system-friendly manner. |
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System friendly is limiting..... |
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