16 February 2020, 18:36 | #1 |
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Hang On proof of concept
Fantastic Tech Demo of HANG ON for Amiga 500,
which shows how a conversion is made by making good use of the Amiga. Requires 1 mega of chipram. http://www.jormas.com/ [ Show youtube player ] Last edited by skyzoo73; 16 February 2020 at 18:44. |
16 February 2020, 18:49 | #2 |
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This looks great. I didn't mind the Amiga port - many hours of fun!
I think this port is good but as is it looping? I'm not sure how changing sprites may affect it? Just replace the bike with Ferrari and you have Outrun lol. |
16 February 2020, 19:36 | #3 |
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Looks pretty good but is missing hills. If it can also do hills at this framerate then you have a winner.
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16 February 2020, 20:55 | #4 |
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A good effort this. I would like to see someone tackle Chase HQ though.
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16 February 2020, 21:51 | #5 |
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16 February 2020, 22:08 | #6 |
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Super smooth, really nice!
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17 February 2020, 03:33 | #7 |
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Pretty impressive, but there's a big difference between a tech demo and a proper game. Once the game was fully implemented I very much doubt that 50fps would still be possible.
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17 February 2020, 03:56 | #8 |
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17 February 2020, 07:35 | #9 |
J.M.D - Bedroom Musician
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However, it seems the first hang on could be made very close to arcade, i would make a 50FPS with object upgraded at 25 just to have it if i had the skills; might have an outdated gameplay compared to Super Hang On and latter incarnations but is still enjoyable;
And, strangely, another one that could come out very good is TX-1 (if we forget the three screens extravaganza): the game has max 16 colors in screen and fake(!) uphill/downhill |
17 February 2020, 10:46 | #10 |
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Using Dual Playfield mode for one Copper controlled road layer and one graphics layer is a very smart move. Done well, that makes drawing the road pretty much "free". The cost is obviously a low number of colours per scanline, which is probably why it's not normally seen.
I wonder how much raster time is left... Impressive stuff for sure, though. Thanks for sharing |
17 February 2020, 11:19 | #11 |
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To me, I'm perfectly happy with the version of Super Hang-On that we got on the Amiga
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17 February 2020, 17:54 | #12 |
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This is smooth but way too slow. It wouldn't make the cut into a real game.
Look at the original: [ Show youtube player ] Far from " arcade perfectness" as the scroller says. |
17 February 2020, 18:05 | #13 | |
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Quote:
Provided the frame rate's high enough, "faster" just means moving further each frame, so shouldn't be beyond reach. |
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17 February 2020, 18:34 | #14 |
J.M.D - Bedroom Musician
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Yup, this is the Hang on we are talking to...
[ Show youtube player ] I did pour a lot of coins in this machine, and tried to code my own clone on the ZX spectrum (called Easy Biker), was done - i admit - poorly: using BASIC and draw routines to move horizon lines left and right plus a perceived sense of centrifugal force, occasional side obbjects and some bike - also a rendition of the music (a bit poor too) using the stolen two channel routine from Zombie Zombie (provided by an italian cassette magazine) - sadly might have been lost due to bitrot of the tapes Last edited by saimon69; 18 February 2020 at 18:42. |
17 February 2020, 20:49 | #15 |
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I think Vroom could be also "proof of concept" for this, and is completed game.
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17 February 2020, 20:55 | #16 |
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@Bren McGuire
1985 : Hang On 1987 : Super Hang On |
17 February 2020, 21:04 | #17 |
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Amazing effort... !
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20 February 2020, 00:55 | #18 |
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20 February 2020, 04:25 | #19 |
Jackie Chan
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Super hang on was a favourite of mine back in the day on the a500.
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20 February 2020, 14:37 | #20 |
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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 |
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