18 March 2018, 12:58 | #1 |
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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? |
18 March 2018, 13:40 | #2 |
Gets there in the end...
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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. |
18 March 2018, 22:16 | #3 |
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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. |
19 March 2018, 03:26 | #4 | ||
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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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19 March 2018, 19:16 | #5 | |
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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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19 March 2018, 20:40 | #6 |
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20 March 2018, 16:29 | #7 |
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20 March 2018, 17:17 | #8 |
Ex nihilo nihil
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Reminds me a Dragon's Lair level
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26 March 2018, 16:34 | #9 |
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Great game! Whould be nice to do on amiga!
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27 March 2018, 09:09 | #10 |
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How tunnel is made on c64?
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01 June 2019, 17:39 | #11 | |
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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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01 June 2019, 18:01 | #12 | |
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Quote:
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01 June 2019, 18:22 | #13 |
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Wow, look nice
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01 June 2019, 18:51 | #14 |
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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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01 June 2019, 19:04 | #15 |
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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... |
01 June 2019, 19:13 | #16 | ||
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Quote:
Quote:
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01 June 2019, 19:16 | #17 | |
Code Kitten
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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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01 June 2019, 19:18 | #18 | |
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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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01 June 2019, 20:01 | #19 | |
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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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01 June 2019, 20:02 | #20 |
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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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