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#581 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,850
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Can't wait to play more
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#582 | |
Registered User
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,060
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Quote:
4+1 is normal game 5+1 is hard game If player finished 4+1 version, then perhaps will be try 5+1 version. |
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#583 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,633
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My unhinged opinion:
Please leave forced DEI off Amiga, is already doing a lot of damage out there |
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#584 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,179
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#585 |
Registered User
Join Date: Sep 2009
Location: Sweden
Age: 43
Posts: 58
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Just tried the Demo!
Wow, this is really amazingly good. Not only is it high frame rate and really well drawn graphics, it was also all the details. Like in the subway station, when the trains pass by the paper note reacts to the wind, the train headlights light up the surroundings. Clearly much work and love has been put into this piece of software. Well done! I´m curious to what the last playable character will be... Oh, and bug reporting. I personally did not encounter any bugs att all. was lazy and used Winuae A500 with Kick 1.3 512+512 |
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#586 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,633
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#587 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 698
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#588 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 441
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#589 |
old chunk of coal
Join Date: Nov 2011
Location: Hungary
Posts: 1,303
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People are too busy shooting the messenger, and now I might get caught in the crossfire just for saying this
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#590 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,525
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Quote:
Pure Streisand effect. And don't forget that if it was because of offended people, we would'nt have Cannon Fodder on the first place. Last edited by sokolovic; Yesterday at 21:04. |
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#591 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,633
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Quote:
(it was Cannon Fodder, btw - below obligatory Ahoy video) [ Show youtube player ] |
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#592 |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 895
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Here is some trivia and details on how Metro Siege works internally.
The coding project's internal name is Frieza, not to be confused with the teams internal name for the game which is RoidRage. Why not call t MetroSiege ? The game had undergone quite a lot of development before we settled on the name. engine9000 has a kernel/operating system named Goku. The kernel hides the differences between ADF and System Friendly host environments from applications and provides the following facilities:
Next we have a shared library named Vegeta. This library contains code shared by some applications but not all. This currently includes:
The Goku kernel code loads applications. These applications are developed using the Gohan framework. The same applications run unchanged between the ADF and Hard Drive versions with the Goku kernel shielding the applications from the host environment details. These applications use a custom hunk format named DragonBall. This format has an option to compress some of the hunk sections and then the format becomes DragonBallZ - you will see in the HD version of metro siege many files with a ".dbz" extension - now you know where that originates ![]() Now we move onto the applications, these are quite boring and don't have interesting names except the main game which is named roidrage. roidrage goes a step further and it loads a level effects engine for each level. These again don't have interesting names, they are just named for example l1e.dbz for (level 1 effects) If you look at the files in the HD version, you might wonder why all the files have number prefixes . This is how we lay out the files on the floppy version such that when it load multiple files, the floppy drive head doesn't need to skip between tracks out of order. The goal is to load nice and sequentially. The files are written to the floppy in alphabetical order, so I just have to change the name of the files to match the order that the game loads them. Doing this massively improved the floppy loading time (moving the disk head is slow, so skipping around the disk really slows down loading). Why do we have such a complex architecture ? It's mainly about minimising the code we have loaded in ram at one time. Also Metro Siege also works on many other platforms, and this design makes it easier to maintain a single codebase that supports many platforms. If people find this kind of stuff interesting I'd be happy to do more writeups about the way MetroSiege works internally. Last edited by alpine9000; Today at 00:20. |
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#593 |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,972
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Interesting stuff!
Btw any idea why the game won’t boot on a CDTV? I see you put a rmtm file in the startup for that purpose, i even remade the iso and it still won’t boot even with extra memory, is this a known issue, will it be fixed for final release and boot on a CDTV with extra memory like Worthy? |
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#594 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,525
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Alpine9000, yep very interesting.
Also, I've just played the demo today and it is probably one of the most impressive OCS game I've ever seen. Really looking forward to buy a physical copy. The game is so much polished, that's really amazing. Congrats ! |
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#595 | |
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 895
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Quote:
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#596 | |
Natteravn
Join Date: Nov 2009
Location: Herford / Germany
Posts: 2,556
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I'm currently on holiday, so I cannot test it on real hardware, but this game is truly a masterpiece! Congratulations!
![]() Quote:
Any chance you will release the full source text at some point in the future (in a few years, or so)? |
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#597 | ||
Registered User
Join Date: Mar 2016
Location: Australia
Posts: 895
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Quote:
Editor Emacs with clangd for code completion etc Compiler Bebbo's GCC which I modifed to use VASM/VLINK instead of bintutils - thanks phx ![]() Debugging 95% of the code is portable, so depending on the bug, I debug the Mac version using lldb, if it's Amiga specific code and I can't debug with print statements, then I use FS-UAE's debugger. The other benefit of the mac version is all the C code is checked using the various C runtime sanitisers that are built into modern compilers. The engine has a nice debug serial output system which I use for debugging - any "print" statement is sent out the serial port via TCP which on an emulator I capture and display with "nc" - on a real Amiga I hook up a serial cable. Maps we just use images, which my custom tools form into tilesets (including background animations). I do go via Tiled format, but we rarely (if ever) open the Tiled format files. Profiling I use various profiling strategies. Firstly a system that involves using 68000 code to self profile - mainly useful for profiliing larger code blocks where the profiling code itself doesn't cause too much overhead. Secondly, I have a benchmarking system where the game runs an automatic play through, and totals the number of raster lines used as well as the maximum used for any frame. Very handy for quickly estimating if a change is a net benefit. Lastly I have a hacked version of FS-UAE that counts instructions and ties them back to symbols. I haven't used this one in a while. Graphics The main interesting tool I can mention for graphics is Retro Animator by earok. This is the tool used for almost all animations. I believe the team mainly use ProMotion for the actual image creation. From RetroAnimator to engine9000 is a bunch of custom tools I developed. Music I will leave this up to tsak to answer the tools he uses for creation of music/audio - we use P61 format with either 3 or 2 channels for the music, with a dedicated channel(s) for SFX - the train levels amazing are only two channels for the music, one channel for train SFX and another channel for general sfx. Emulators I mainly use FS-UAE as I am on a Mac. I do use WinUAE via wine (which works great these days). I find that running 68040 with MMU and MuForce/mungwall is a great way to find bugs in the Amiga specific code. Real Amigas Finally I have many real Amigas of different specs, A600 standard with real floppy, A500 with ACA500+, A1200 stock, A1200 with blizzard 030, CD32 and maybe some more I have forgotten - The A500 with ACA500+ is the best system for testing - if I had to pick only one, that would be it. Quote:
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#598 | |
Registered User
Join Date: Aug 2019
Location: Fosses / France
Posts: 4
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Quote:
EDIT: I read you need also a CDTV.TM file to boot on CDTV. Is there this file in the ISO? Last edited by Flytag; Today at 14:04. |
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#599 | |
Registered User
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 526
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Just tried the demo, great stuff guys.
![]() Especially the subway train at level 2 is really impressive. This sets the standard for all subway levels in future Amiga games. ![]() Quote:
For example Final Fight on the SNES still has sprite flicker in some situations, despite the reduced sprite sizes and being a one player only game. But on the Amiga these kind of games usually use bobs for all moving characters, which have no such limits. The more you draw them, the slower the game runs, but theoretically you can draw as many as you like. For example the first level of the Turtles Coin-op Amiga conversion has 2 players + 6 enemies at once + a screen wide animated fire effect, all made with bobs. But the game runs slowly, sometimes taking 6 frames to update the screen. Also the Amiga version of Bad Dudes vs Dragon Ninja seems to have at least 10 enemies on screen + 2 players. But in order to run the game smoothly, 4 or 5 enemies at once is perhaps the best solution for the Amiga as well. |
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#600 | |
Registered User
Join Date: Jan 2010
Location: >
Posts: 2,972
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Quote:
Using the pre-made ISO gave me a red CDTV screen which means its not recognised as a compatible disc. (I.e they may have used a CD32.tm file) Using the ISO i made, it at least cleared the trademark screen, but was left with black screen after that and no more loading. |
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Thread | Thread Starter | Forum | Replies | Last Post |
New arcade quality a500 brawler, called Metro Siege, to be announced! | Tsak | News | 114 | 14 September 2019 14:00 |
AmiStick - high quality arcade stick for classic Amiga | Rosto | MarketPlace | 2 | 08 October 2017 18:04 |
Metro-Cross (Atari ST port) | Asman | Amiga scene | 42 | 08 April 2014 10:16 |
Bad Street Brawler | s2325 | request.Old Rare Games | 3 | 18 September 2007 20:48 |
Legends of Hyboria - Arcade side-scrolling brawler | Rebel-CD32 | project.Amiga Game Factory | 8 | 12 November 2006 08:41 |
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