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Old 20 February 2020, 14:42   #21
dlfrsilver
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Quote:
Originally Posted by Vesuri View Post
Writing that copperlist competes for bus access though and takes time, especially when all 6 bitplanes are enabled.



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.



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
6BPL ? So you mean that your demo is 64 colors EHB then ?

That's why it looks so good !
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Old 20 February 2020, 14:54   #22
Vesuri
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Quote:
Originally Posted by dlfrsilver View Post
6BPL ? So you mean that your demo is 64 colors EHB then ?
Not EHB but DPF. It's using the dual playfield mode from the horizon downwards.
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Old 20 February 2020, 18:44   #23
malko
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@vesuri : Great work. Your tech. demo is amazing !
Hope you will have some motivation left to transform it into a playable demo
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Old 20 February 2020, 20:48   #24
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Quote:
Originally Posted by Vesuri View Post
Writing that copperlist competes for bus access though and takes time, especially when all 6 bitplanes are enabled.
You are of course correct. Me calling it “free” was a bit hyperbolic, I do apologise!
Quote:
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.
I’ll check it out for sure, I’m very impressed with the result. Thanks for making this
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Old 20 February 2020, 21:19   #25
hooverphonique
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I'm not familiar with the original Hang On, but somehow the melody reminds me of Irgendwie, Irgendwo, Irgendwann by Nena:
[ Show youtube player ]
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Old 21 February 2020, 22:33   #26
saimon69
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Hey Vesuri, does and if so how much bandwidth increases if you go 25FPS for updating objects?
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Old 10 June 2024, 10:11   #27
kremiso
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sorry for the bump, but was ever released a working demo of this seems sadly forgotten project?

or it was just a video?
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Old 10 June 2024, 10:18   #28
roondar
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Quote:
Originally Posted by kremiso View Post
sorry for the bump, but was ever released a working demo of this seems sadly forgotten project?or it was just a video?
You should be able to download the demo over at their website: http://www.jormas.com/productions.html
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Old 10 June 2024, 10:21   #29
Amigajay
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It’s a rolling demo only.
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Old 10 June 2024, 11:14   #30
Whitesnake
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Quote:
Originally Posted by Amigajay View Post
It’s a rolling demo only.
It's a shame more people aren't interested in the earlier games like Hang-On, Super Hang-On, Enduro Racer. I think there is a much better chance of close to arcade versions being realised on more modest spec Amiga's. Maybe even multiplayer could be done too?
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Old 10 June 2024, 13:52   #31
kremiso
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oh i see thanks
trying it atm, very good

even better if forced on A1200 and NTSC

agree, this really screams for a playable demo at least
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Old 10 June 2024, 18:48   #32
saimon69
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Consicdered the original Hang On had not even slopes, i see that a version is completely doable even on OCS/ECS - with constraints, of course, and with the screen at 50-elements at 25 paradigm; racers and assets would need to be made thinking at the Dual Playfield or at a 16 color screen (ok, 15 due to the background)

Last edited by saimon69; 10 June 2024 at 18:59.
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Old 10 June 2024, 23:43   #33
kremiso
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the source code (of the demo) is also included in the archive;
maybe useful to check if something could be added starting from there
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Old 11 June 2024, 03:02   #34
Adropac2
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damn this is the one game I'd love more than any other on the Amiga. One of the few arcade games I've completed and it's just one of the finest games Sega did

great demo and with the iconic music. It would be so great to see this on Amiga
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