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#1 |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 229
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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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#2 |
Gets there in the end...
Join Date: Sep 2005
Location: Wales
Posts: 872
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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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#3 |
Moderator
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,652
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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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#4 | ||
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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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:
With only four colors this is not a problem at all. This would make the C2P pass much more efficient moreover. Quote:
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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#5 | |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 229
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Yoomp!
Yes
Quote:
That's very good, I would love to see an Amiga version running some day. |
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#6 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#7 |
Registered User
Join Date: Jan 2015
Location: London/UK
Posts: 229
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#8 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 5,016
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Reminds me a Dragon's Lair level
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#9 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Great game! Whould be nice to do on amiga!
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#10 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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How tunnel is made on c64?
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#11 | |
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Join Date: Feb 2019
Location: Warsaw
Posts: 75
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Quote:
There is a preview of Yoomp! on polish Amiga forum. https://www.ppa.pl/forum/strefa-gier...mp-amiga-yoomp |
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#12 | |
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Join Date: Dec 2016
Location: Italy
Posts: 769
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Quote:
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#13 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Wow, look nice
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#14 |
Registered User
Join Date: Sep 2016
Location: Ireland
Posts: 304
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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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#15 |
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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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? 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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#16 | ||
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Quote:
Quote:
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#17 | |
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
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Quote:
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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#18 | |
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Join Date: Feb 2019
Location: Warsaw
Posts: 75
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Quote:
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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#19 | |
Code Kitten
![]() Join Date: Aug 2015
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Age: 52
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Quote:
![]() 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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#20 |
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Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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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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