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#1 |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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Tech demo of my game
Hello everyone!
I have assembled an ADF image on my little game/tech-demo I have been working on for the past few months. This is my first C/ASM Amiga game, so it took a fairly long time and was very challenging and fun to work on. I would be extremely grateful to have your input, comments, suggestions about it. Should it be useful to others, I could put the whole project and source code on GitHub, but otherwise I would be happy to answer any questions too. As I mentioned, this being my first serious game project on an Amiga, it is certain that a lot of things could be done better, safer, more compatible, more efficient, etc. Here's a screenshot of what it looks like: The technical specs: - Detects PAL and NTSC, so it should work on both systems - Runs at full frame rate (50Hz or 60Hz), scrolling in 8 directions - Uses lowres HAM 6-bitplane mode - Dynamic sprite management system: it groups sprites by pair, and recycles sprites across the screen vertically: the system can display a maximum of 104 sprites. - On an example screen like the one in the screenshot, there is about 80 visible moving sprites, some are animating - Sprites are being recolored by the copper: 12 colors per scanline to be precise. This means a theoretical limit of 2880 colors could be displayed just for the sprites. With the current sprite sheet I used, the sprites are using 265 colors. - The background tiles are in HAM, which means up to the full palette of 4096 colors, and arranged in such a way show fringeless horizontally scrolling - The tiles are shaded at runtime according to light sources (i.e., torches) with a scanline-dithering technique to allow approximately 30 level of darkening - There is a single bitmap buffer (i.e.: no double buffering), so everything is rendered with carefully timed 'racing-the-beam' blits. - The copper list is also a single list, so all real-time modification of the copper list is done with careful timing - joystick control (port 2) and keyboard are supported - I tried to make it as system friendly as I could: the game can be directly booted from floppy or installed on RAM: or hard drive or anything else and should work correctly. - It works on kickstart 1.2 and anything above. However, on Amiga 1000 with a kickstart older than that, my startup-sequence is doing run <NIL: >NIL: RemGame.exe >NIL: which is not supported so it fails to start; but removing that and it works fine (tested in WinUAE) - So far, I've only tested it on WinUAE: my only attempt to run it on hardware was on my Vampire V4, and it crashed horribly. I cannot fully trust that the V4 implementation is 100% compliant with a real Amiga, so for now I do not know how well my game would fare on real hardware. - Technically it should boot and work on a real CDTV and Amiga CD32, but I've only tested on WinUAE for now. - It runs on OCS, and requires only a 512KB chip ram Amiga, so normally any plain Amiga 500/2000, or Amiga 1000 with 512KB should work In the screenshot shown here, there are 1458 colors displayed on the screen and it scrolls at full framerate on any Amiga model. EDIT: I fixed a graphic glitch on several fast amiga models but I left the original ADF package here in case of future reference. The new and fixed version is called v2: https://eab.abime.net/attachment.php...1&d=1675381348 Last edited by remz; 03 February 2023 at 00:44. |
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#2 |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,587
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When you posted a screenshot I didn't think it would work even as a tech demo. Congratulations
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#3 |
Registered User
Join Date: Jun 2020
Location: Druidia
Posts: 391
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This looks really lovely.
It'd be interesting to see how the Ham tiles hold up with a more organic background like a Zelda style forest. I'm sure it'd look great! Really hope you'll keep going and turn it into a finished game. |
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#4 |
Registered User
Join Date: Feb 2008
Location: Northampton/UK
Posts: 537
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Blimey! lovely looking work. We don't get many games involving HAM, let alone copper recolour.
I'll find a blank disk for my A500 and report back (Kick 1.2) |
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#5 |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,316
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That's very cool! Awesome job. It crashes very shortly after starting on my A1200 though (with or without accelerator - more quickly with). Seems to work in WinUAE A1200 quickstart (with a glitchy screen during loading).
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#6 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 663
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Working on 68060 when cache is disabled with somewhat glitchy graphics.
[ Show youtube player ] When running under generic WHDLoad slave all these glitches are fixed. |
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#7 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,972
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Only ran it on WinUae, but if it runs well on an A500, then it's very impressive indeed
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#8 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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Quote:
Side note: The glitchy brief loading garbage is "normal" at current stage and will happen on any Amiga models. |
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#9 |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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Ah, very nice to know: I manage to see that similar color glitch in WinUAE when using a certain combination of AGA workbench + fast system + not waiting for blitter: I'm expecting my code is doing something incorrect. I'll have to dig more into it!
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#10 |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,865
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#11 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,680
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If you decide to make it a game i can help with the audio part
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#12 |
Computer Nerd
Join Date: Sep 2007
Location: Rotterdam/Netherlands
Age: 48
Posts: 3,972
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Checked it on my A1200 with Blizzard 1230 MK4 and getting similar graphics glitches as seen in the video.
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#13 |
Registered User
Join Date: Jan 2019
Location: Finland
Posts: 663
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#14 |
Global Moderator
Join Date: Jan 2004
Location: Oxford
Posts: 14,655
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Looks very good. Hoping to try it on real hardware (A1200 + Pistorm32-Lite) in the near future.
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#15 |
Saberman
Join Date: Dec 2016
Location: Kielce/Poland
Posts: 343
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Great tech demo! Time for a beta version of the game!
![]() Gameplay: [ Show youtube player ] |
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#16 | |
Registered User
Join Date: Feb 2017
Location: Denmark
Posts: 1,316
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Quote:
You can probably ignore it if it doesn't show up for anyone else. System is ancient KS3.0 A1200+Blizzard 060(disabled)+gotek. |
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#17 | |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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Quote:
Because the game is in HAM, every pixel using palette #1 is shown with an incorrect color and it "fringes" up until the next color index pixel because of how HAM works. Very strange indeed. |
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#18 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,128
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This looks very cute and i really dig the Chiptune Music
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#19 |
Registered User
Join Date: May 2020
Location: Figueira da Foz
Posts: 461
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Played it on WinUAE, but still I have to say that I'm quite impressed!
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#20 |
Registered User
Join Date: May 2022
Location: Canada
Posts: 149
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