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Amiga computer related discussion => Amiga Gaming => Topic started by: Rebel-CD32 on June 24, 2008, 05:11:59 AM

Title: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on June 24, 2008, 05:11:59 AM
It's something a lot of people wanted forever, but never got. Sonic the Hedgehog, although promised by Sega to be released on Amiga, never happened. Whether it was because Sega thought it would threaten Mega Drive sales, or if they thought it couldn't be done on the A500, we'll probably never know. Over the years, we upgraded our Amigas and installed Master System emulators and played those fun, but sub-par Sonic games released for Sega's 8bit systems. We viewed fake demos, and saw complete ripoffs, but we never had a real Amiga version of Sonic.

We should change that! There are plenty of Sonic fangames available for Windows, some for X-Box 360, and even a Spectrum version! While the Amiga probably won't get an exact replica of the Mega Drive game, we can make our own original game in the same style as the Mega Drive games, using ripped and edited graphics and sounds.

As there's no platform game engine available to use, unless a coder wants to help out, we'll have to use Backbone or something similar. I've been playing around with Backbone, and through EXTENSIVE tweaking, have come up with what is as close as you can get to Sonic using Backbone (which is an old freeware platform game maker, made partially in Amos). I can't code, so this is as good as I can do for now. I've tried to get the speed, animation, inertia and controls to feel like the real thing, but of course Backbone wasn't designed for these types of games. For example, it only allows you to choose a single frame of animation for your jump and fall, so it doesn't let you animate Sonic spinning around when he jumps. It also can't make enemies die when you roll into them, or when you jump at them from beneath. There are no diagonal tiles, and no moving platforms, or platforms that fall away when you stand on them.

Despite these limitations, I think we can still come up with a pretty fun game. I want to make this project open for the whole Amiga community to contribute to. Anyone is welcome to download Backbone (and its updates) from Aminet, and create their own levels. I can provide the game files I have created so far for people to test their levels with, and once they have made either some levels, tilesets, sprites or music for the game, they can submit it to us, where we can quality-test it and integrade it into the game. It has the potential to be massive if everyone has a go at adding a level or two, and it's really easy to do since there's a whole bunch of sites full of Sonic graphic rips.

So, to show you what I'm proposing, I have made a quick one-level demo of Sonic in Backbone. I have made two versions, one is for expanded Amigas, and really needs a 030/50 or better to run at a playable speed. The other runs in a much smaller screen, but is quicker, and should hopefully be playable on any Amiga. I have tested it on the CD32 and it was alright.

So, here are the files. Download and (hopefully) enjoy:

Expanded Amigas - http://www.spin.net.au/~amiga/Sonic.lha
All Amigas - http://www.spin.net.au/~amiga/Sonic500.lha
CD32 - http://www.spin.net.au/~amiga/SonicCD32.zip

Extract the game to a directory in Workbench and double click the icon. The game can be played with the control pad or joystick or keyboard. For that authentic Sonic feel, plug in a Mega Drive pad. The CD32 version needs to be burnt with MakeCD on the Amiga or something like Alcohol 120% on Windows. It should boot on any CD32. The game works in both PAL and NTSC, whichever your system is running in. It won't run on RTG or AmigaOS4 or anything like that, this is a game made with an OLD Amiga program for OCS Amigas.

If anyone wants to get involved, shout out.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: zyphoid on June 24, 2008, 05:29:19 AM
Great news!! I'm glad to hear of this task..superb!!

Check the links I got errors when trying the urls
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: TheMagicM on June 24, 2008, 05:58:07 AM
any screenshots?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on June 24, 2008, 06:05:52 AM
I just checked the links and they worked okay, it seems the server is redirecting them to users.spin.net.au instead of www...

All I can suggest is to try again, if anyone else reports the same problem I'll see if I can find somewhere else to post the links.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: zyphoid on June 24, 2008, 01:45:08 PM
It's good now. I hope this project gets lots of respect!
 :-D
Edit Hold shift for problematic browsers
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Chain on June 24, 2008, 01:53:03 PM
Quote

TheMagicM wrote:
any screenshots?


(http://chain.3dgrafika.cz/temp/001.png)
 8-)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: A4000_Mad on June 24, 2008, 03:42:36 PM
@ Rebel-CD32

 8-)  8-)  8-)

I started a thread requesting Sonic for the Amiga a few months ago and was helped to find the emulator AmiGenerater for my A4000/PPC. However, I then didn't want my daughter switching on such a valuable machine all the time to play Sonic, and had to ban her from doing it. I've just dowloaded the file above and tried it on her A1200 Desktop with Blizzard 030/50 on a Philips CM8833 monitor. It's fantastic!!! Many thanks indeed  :-)  :-)  :-)
:cheers:
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: tokyoracer on June 24, 2008, 05:48:41 PM
I'm a great fan of Sonic and will be supporting you all the way. Looking forward to see more shots of it. :bow:
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: SKAN on June 24, 2008, 06:20:11 PM
Great news!

This thing can turn into a nice community project, but i guess a properly asm-coded engine would be better imho...

Anyway, you can achieve impressive results with AMOS too (just have a look at Dawnbringer's games)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Matt_H on June 24, 2008, 07:10:40 PM
Quote
...although promised by Sega to be released on Amiga...

Er, when did this happen?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Flashlab on June 24, 2008, 07:14:24 PM
The things that make Sonic a great game are speed and the loops IMHO. Those things won't be able with Backbone or Amos. Without those I'm afraid this project won't be anything more than nice try but no sigar.

Maybe if we could get a programmer on this project this would be something that could be cool though. Maybe the programmer that works on Mr. Beanbag, Tricky, can be involved? She mentioned turning her engine into a game creator app not too long ago.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: AmiBoy on June 24, 2008, 08:35:06 PM
@ Rebel-CD32

Sorry to go off topic but are you the guys who where on here months ago asking if people wanted to help be games designers/creatos?

If so do you guys have any plans to do any isometric turn based dungeon crawlers like Legend/Worlds or Legend and others?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on June 24, 2008, 09:49:02 PM
Glad you got it to work Zyphoid, and thanks for letting people know how to get it. I'm not sure why, but my ISP's webspace has been kinda unreliable lately.

Chain, cheers for the screenshot, you made my job easier :)

A4000_Mad, I hope your daughter enjoys the game, we'll certainly try our best to make some fun levels for it. How well did Sonic run on the PPC? That's something I'd love to see.

TokyoRacer, glad to see we have another Sonic fan here, and you certainly have enough systems to test the game out on!

SKAN, I'd love nothing more than to find someone who could code platform games in ASM to help us, or even an Amos or Blitz programmer, but unfortunately I've never learned to code, so using Backbone to put the game together is our only choice at the moment.

Matt_H, around 1991/1992 in several multiformat games magazines, they were saying that Sonic was coming out on the Amiga. This was very early on and could possibly have been nothing but rumours.

Flashlab, while Backbone doesn't let you do loops, we're still going to try and make the game as fun and fast as possible. It really is only meant to be a "nice try" anyway, because a nice try is still better than nothing, right?

While I would love to use the Mr. Beanbag engine to make a Sonic fangame (it can do almost all of what the Mega Drive Sonic game was capable of in terms of speed, parallax, colours, score display), it's not available at the moment, and I think Tricky is under enough pressure just trying to get Mr. Beanbag finished for now. I've been considering this since before I started the project, and decided that we could always just make another game once a new engine is available. It wouldn't matter if we reuse the same graphics, since they're just ripped from the Mega Drive anyway. Then we'd have two different Sonic fangames to enjoy.

AmiBoy, that was indeed us. We're still developing a few original games, hopefully to be released late this year. We're still looking for people who want to join our team, too. This Sonic project is just something I'm giving to the Amiga community to work on if they want, while I do more important work (pixelling graphics) for our commercial game projects.

As for those isometric games, I haven't played anything like them to be honest. If someone joins the team who can make such a game, we'll make it though. The more games, the better, and variety is important.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Speelgoedmannetje on June 24, 2008, 09:56:01 PM
Technically beseen it really should work on a plain A500. Kid Chaos, a blatant Sonic clone, works also on it, with great speed.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Christian Johansson on June 24, 2008, 10:20:30 PM
Looks pretty neat. Maybe you can find some coders on EAB (http://eab.abime.net).
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: A4000_Mad on June 24, 2008, 11:35:54 PM
Quote

Rebel-CD32 wrote:
A4000_Mad, I hope your daughter enjoys the game, we'll certainly try our best to make some fun levels for it. How well did Sonic run on the PPC? That's something I'd love to see.


Just checked again and it runs at perfect speed using a CSPPC at 233Mhz. A CD32 control pad is the only supported joystick with AmiGenerator and works great. I'm using screenmode 'CVision3D: 320x240 8bit' which displays the game at full screen size on a PC monitor with the A4000. But I would say that your version of Sonic looks and sounds a bit better on the A1200 Desktop with Philips CM8833 :-)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: AmiBoy on June 25, 2008, 10:58:56 PM
Thanks for the reply!

Just wish I could help, but I cant code/draw/compose music. I suppose im more of an ideas man/designer(?)

Hopefully someone with the right skills joins the team as I have a few ideas to pass onto them!

Thanks,
Amiboy
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: bloodline on June 25, 2008, 11:01:50 PM
If I had the time I'd give it a go... a game like Sonic is a rather simple game engine... If someone has all the GFX then it would be really easy to put together, would take a fair bit of time though...

-Edit- Thinking about it, Bitz2 would be perfectly able to make this game..
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on June 26, 2008, 03:34:44 AM
That's great to know, A4000_Mad. Someday I'll have a PPC Amiga and be running the real game too. PAL/NTSC monitors always show those old low res games nicer than a PC monitor, it must be the scanlines and the slight blur between pixels that makes them look better.

Here's the latest version of the Sonic game I've made. This is it for me, I'm giving the project to the community to continue now so I can get back to working on real Amiga games. I have added a very short second level. I've pushed Backbone to its limits, but this demo should give people an idea of all that's possible to make a Sonic game. You'll see what I mean, and sorry about the jerkiness, it's as smooth as it gets in Backbone.

http://www.spin.net.au/~amiga/Sonic030.lha

This one is also optimised for running on a 030, so it's somewhere between the other two demos in terms of screen size and speed.

I'll set up a web page with all the relative files for people to download and have a play around with in Backbone. I'm not "giving up" or anything, but I never even intended to keep going this far with this Sonic game, since I really should be working on graphics for Annihilation and Halloween Nightmare. So I hope others will want to continue with the game, there's a lot of potential for something fun in there.

I hope you enjoy, I've done the best that can be done within Backbone's limitations.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: pan1k on June 26, 2008, 03:51:42 AM
How to burn with makecd?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: A4000_Mad on June 26, 2008, 08:35:44 AM
@ Rebel-CD32

I'll download the new file and give it a go. Many thanks again for all you have done :pint:


@ pan1k

I tried to create a little Make CD tutorial in the 4th post down of THIS (http://www.amiga.org/forums/showthread.php?t=33888) thread :-)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: jj on June 26, 2008, 08:53:58 AM
@Rebel-cd32

I would be carfeful about admiting that you have ripped the graphics etc straight from the game and then distributing it, even for free.  Its still copyright infingement.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: LoadWB on June 26, 2008, 08:54:39 AM
I would expect that the real Sonic could be ported to Amiga somewhat easily and run quite well on an A500.  The Genesis hardware is based around a 68000 and a Z80, the later for sound processing.  IIRC, the graphics engine was also very similar to the Amiga.

Anyone have any technical info on how Genesis emulators work on the Amiga?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: motorollin on June 26, 2008, 09:06:10 AM
Not that I want to undermine the hard work that has gone in to this, but am I the only one who thinks Sonic is overrated? The slow bits when you're just walking around are boring, and the fast bits where you're zooming along the loops and the tubes are frustrating. Especially in the later Sonic games there seemed to be extended periods where the game seemed to play itself as Sonic zoomed along, only to land perilously close to some spikes.

I'd rather play Zool TBH.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Reynolds on June 26, 2008, 09:18:04 AM
Quote

Flashlab wrote:
The things that make Sonic a great game are speed and the loops IMHO. Those things won't be able with Backbone or Amos. Without those I'm afraid this project won't be anything more than nice try but no sigar.


"They said: There will never be fast texture-mapping engine available on Amiga, due to HW limitations."

...   ;-)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: bloodline on June 26, 2008, 11:21:17 AM
Quote

Reynolds wrote:
Quote

Flashlab wrote:
The things that make Sonic a great game are speed and the loops IMHO. Those things won't be able with Backbone or Amos. Without those I'm afraid this project won't be anything more than nice try but no sigar.


"They said: There will never be fast texture-mapping engine available on Amiga, due to HW limitations."

...   ;-)


Well they were sort of right... you need a massive CPU to do all the GFX work and then pump the GFX into the Frambuffer... I remember Gloom was OK on my 030 A1200... but to be really honest, by that time, A cheap PC was already better...

Using AMOS or Backbone (not that I've actually used Backbone), is not really possible... I could probably get something together using AMAL... but ASM, C or better still Blitz2 would give better results and be easier.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on June 28, 2008, 04:32:00 AM
http://sonicamiga.blogspot.com/
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Flashlab on June 28, 2008, 07:56:50 AM
@Rebel-CD32

Weren't you that guy that was having a poll about what kind of game the Amiga community would like to have? I thought you were going to make an original game and start a software house? What happened to that project? Did you have problems finding programmers?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: DamageX on June 28, 2008, 09:42:15 AM
Aside from the 68000, and perhaps the similar resolution and number of colors, the Genesis and Amiga are very different. Sonic does a great job of taking advantage of the former's abilities, which include two separate character-based BG layers. Having the multiple, independently scrolling layers would be problematic on OCS/ECS because if you use the hardware dual playfield mode you're limitted to 3-bits per pixel per layer (8 colors). I think you could make a great Sonic clone that way but the look would be inferior (probably OK on AGA though with 2x 4-bpp layers). Alternatively you could use 5 or more bitplanes and only fill in the edges of the screen between frames as you scroll. Parallax effects would have to be mostly abandoned, so again it wouldn't look as nice as the original. In any case, please don't use double frame buffers and settle for a crappy frame rate.

As for the copyright infringement aspect, it should be noted that there are various Sega related fan games floating around and AFAIK they have never complained. Someone I know that is involved with one such project said a Sega employee OK'd it (unofficially).
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: uncharted on June 28, 2008, 11:39:48 AM
Quote

bloodline wrote:

Well they were sort of right... you need a massive CPU to do all the GFX work and then pump the GFX into the Frambuffer... I remember Gloom was OK on my 030 A1200... but to be really honest, by that time, A cheap PC was already better....


Erm, isn't that pretty much what all '3d' games did up until the advent of 3D accelerators?  That 'Massive' 030 CPU had been standard in big-box models since 1990, so what isn't 'Amiga' about it?  We're not talking about Wipeout's PPC+GFX card (effectively bypassing the Amiga in every way) requirements here.

And just to give a little context here, this is 1995 we're talking about -  Average PC prices on the high street were still over a grand.  Hardly 'cheap'.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Piru on June 28, 2008, 11:48:32 AM
@uncharted

The other platforms had chunky framebuffer to render to. Amiga had the extra step of chunky-to-planar conversion. Doing texture mapped 3D on anything below 030@50 was painfully slow because of this. Or you had to simplify the actual 3D effects to compensate for the amount spent just converting the chunky to planar... In short: PC had faster and more detailed texture mapped games, even if the CPU performance was relatively equal. It didn't take PC long to overtake amiga on CPU side aswell, and it never looked back.

For a time Amiga had an advantage on platformers and things requiring very precise scrolling and beam synced animation. It wasn't until later that PC really caught up on this side aswell, but before that game consoles provided it.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Speelgoedmannetje on June 28, 2008, 12:35:46 PM
Quote

Piru wrote:
For a time Amiga had an advantage on platformers and things requiring very precise scrolling and beam synced animation. It wasn't until later that PC really caught up on this side aswell, but before that game consoles provided it.
I never found any computer as smooth scrolling as the amiga. Not even the Sega, or any modern todays gameconsole or pc. With the amiga it really feels like the bitmaps are independant from each other. I am not originally an Amigan (as being a pc user back in those days), and I collect vintage computers, so I am not prejudiced.

Btw. spoken about required megaherzes and megabytes of RAM, the requirements are kind of the same for Amiga and PC.
Doom didn't run very nicely on a 66mhz+4mb system either...
And considered that, they did a real nice job running Alien Breed 3D on a 14 mhz system with 2mb mem.

As if at the point the Amiga doesn't outperform the PC, it's immediately inferior...
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Piru on June 28, 2008, 12:56:07 PM
@Speelgoedmannetje
Quote
Doom didn't run very nicely on a 66mhz+4mb system either...

I played Doom on such a setup (DX2 system), and it was very smooth. Resolution was 320 x 240 or so.

Quote
Alien Breed 3D on a 14 mhz system with 2mb mem.

AB3D was ok with 030@50, but stock A1200 was really painful.

Resolution: 96 x 80.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Gav on June 28, 2008, 04:25:13 PM
I never liked zool really,thought it was cool for five minutes then i thought it was a bit of a boring game..The best sonic games were sonic 1 & 2,sonic and Knuckles was pretty good aswell.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: motorollin on June 28, 2008, 04:54:53 PM
@Gav
I have to say, I got bored of Zool when I got stuck on the music level. Zool 2 was much better IMO. I spent many hours playing that!
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: A4000_Mad on June 28, 2008, 05:56:31 PM
The likes of Zool and Superfrog are great, but there is something extra special about Sonic The Hedgehog IMO. My eldest daughter played it when she was little and I thought it would be nice if my other daughter (6) could play it on her Amiga if possible.

Personally, I really enjoyed being the yellow Super Sonic and flying around on the Wing Fortress level of Sonic 2 :-D

I've just dug out the cheat on the page of a mag that I had stored inside the Sonic 2 cartridge in case anyone is interested.


Level select:

Go to the options screen and select Sonic on his own. Now go to the sound test and play the tunes 19, 65, 09 and 17. If you've done it correctly you'll hear a ping on the last tune. Return to title screen and select a one player game while holding down A. You'll now go to a menu with all the levels.


Super Sonic:

Get to the level select as above and go to the sound test. Play 04, 01, 02 and 06. Now when you collect 50 or more rings on a level, press B and C together and you will become Super Sonic.

 :-)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: pan1k on June 28, 2008, 06:22:22 PM
I tried the CD32 version.. it's playable but slow.. and it's hard to see whats coming up the screen is very short.. playable tho! I'd like to see more!
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Hattig on June 29, 2008, 09:57:16 PM
Megadrive: 8MHz 68000 and game-oriented graphics chip (tile based in particular, all pre-defined, means little-to-no CPU effort in drawing new graphics on the screen)
A500: 7.14MHz 68000 and planar-bitmap graphics

Not only is the CPU a little slower on the Amiga side, but to try to do all the Megadrive effects would be counter-productive on top of that.

However you can cut out some Megadrive features, and add in Amiga capabilities to compensate. Decent overscan, for example.

What makes Sonic is the really fast scrolling sections. If you can pull that off on the A500, in 32 colours, then you have something to build upon. That probably means being able to scroll the screen by up to 64 pixels per frame in any direction (including the drawing of the new section of the map) in addition to animating the spinning rings, sprites, etc.

In addition, I'd be a bit dubious about ripping the Sonic graphics, as the franchise is still very active.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Speelgoedmannetje on June 29, 2008, 10:16:28 PM
Quote

Piru wrote:
@Speelgoedmannetje
Quote
Doom didn't run very nicely on a 66mhz+4mb system either...

I played Doom on such a setup (DX2 system), and it was very smooth. Resolution was 320 x 240 or so.

Probably because it had enough RAM.
Quote

Quote
Alien Breed 3D on a 14 mhz system with 2mb mem.

AB3D was ok with 030@50, but stock A1200 was really painful.

Resolution: 96 x 80.
It's not smooth, no, but still playable.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Speelgoedmannetje on June 29, 2008, 10:19:19 PM
Quote

Hattig wrote:
Megadrive: 8MHz 68000 and game-oriented graphics chip (tile based in particular, all pre-defined, means little-to-no CPU effort in drawing new graphics on the screen)
A500: 7.14MHz 68000 and planar-bitmap graphics

Not only is the CPU a little slower on the Amiga side, but to try to do all the Megadrive effects would be counter-productive on top of that.

However you can cut out some Megadrive features, and add in Amiga capabilities to compensate. Decent overscan, for example.
Oh come on! has this become an Amiga bash forum, or? Have you ever played Mr. Nutz, or Kid Chaos? Those are blatant Sonic clones, with the same speed and graphics. (though I think the Amiga has somewhat more independant bitplanes)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: SamuraiCrow on June 29, 2008, 10:30:48 PM
Quote

Speelgoedmannetje wrote:
Quote

Piru wrote:
@Speelgoedmannetje
Quote
Doom didn't run very nicely on a 66mhz+4mb system either...

I played Doom on such a setup (DX2 system), and it was very smooth. Resolution was 320 x 240 or so.

Probably because it had enough RAM.


To access Doom within the constraints of an operating system required more memory.  IIRC the Mac version of Doom and even Wolfenstien 3D ran slow and required 8 megs of RAM to run them.

The original Doom on '486 under MS-DOS banged the hardware mercilessly and had highly optimized assembly code sections to speed things up.  It was even playable on a '386 but was kind of slow.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Speelgoedmannetje on June 29, 2008, 10:37:02 PM
On my 486DX with 8mb mem, it ran exactly like Alien Breed 3D on a plain A1200.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: SamuraiCrow on June 29, 2008, 10:37:14 PM
Quote

Speelgoedmannetje wrote:
Quote

Hattig wrote:
Megadrive: 8MHz 68000 and game-oriented graphics chip (tile based in particular, all pre-defined, means little-to-no CPU effort in drawing new graphics on the screen)
A500: 7.14MHz 68000 and planar-bitmap graphics

Not only is the CPU a little slower on the Amiga side, but to try to do all the Megadrive effects would be counter-productive on top of that.

However you can cut out some Megadrive features, and add in Amiga capabilities to compensate. Decent overscan, for example.
Oh come on! has this become an Amiga bash forum, or? Have you ever played Mr. Nutz, or Kid Chaos? Those are blatant Sonic clones, with the same speed and graphics. (though I think the Amiga has somewhat more independant bitplanes)


Using the routines defined in 8wayscroller (http://aminet.net/package/dev/asm/8wayscroller) or ScrollingTrick (http://aminet.net/package/dev/src/ScrollingTrick) limits the number of blitter accesses required to do the scrolling.  The hard part was getting the BOBs on the Amiga to be as fast as the 20 hardware sprites the Genesis/Megadrive had.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Hattig on June 29, 2008, 10:40:50 PM
Yeah, games that made use of the Amiga's strengths.

I don't think a game created using a game creator written in Amos is actually going to match what professional full-time assembler/Amiga programmers could achieve. Of course a lot of the Amiga hardware features were available in Amos/BB2 and were thus still fast, but there's a reason that Zool, Superfrog, etc, weren't written in Amos.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: SamuraiCrow on June 30, 2008, 03:26:17 PM
Amos needs a better compiler, that's for sure.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on June 30, 2008, 09:18:00 PM
Okay, I'm going to answer a few questions, but first I want to say that I didn't personally rip any graphics from the Sonic games, I simply saved them from one of the many Sonic fangame/spriterip websites that are out there. Sega has never has a go at anyone for making fangames, and they don't seem to mind at all.

Flashlab, yeah I was the guy with the poll about what kind of games the Amiga community wants, and I have the results here if you want to see them. I'm going to open another similar poll soon. We have gotten a team together and started "Underground Arcade", and currently have a few games in development, at least two of which should be out some time this year. We are still a small group though, and we desperately need more coders, graphic artists and other creative Amiga people to join the team so we can get more games made faster!

This Sonic project was just something I decided to whip up one morning after I woke up, just to see if I could do it. I didn't want to work on it for more than a day though.

I reduced all the background blocks down to 7 colours, although a few unique blocks use some of the colours from the player sprite (who has his own 8 colour palette). I tried to stick to what I observed in OCS games like Mr. Nutz and Brian the Lion, I would hope that these graphics could be used in a fully optimised OCS Sonic engine, which would have to use 7 colours for foregrounds (and possibly enemy sprites), 8 colours for the main sprite (not sure where Mr. Nutz got an 8th colour from, maybe reusing a single colour BOB from the background layer?). So with a bit of tweaking, I think Sonic could still look quite nice on OCS Amigas with a good engine, it would have heaps of parallax if we used the dual playfield mode. Of course with the AGA version you wouldn't lose any colour depth at all since it can do the same 16 colour layers as the Mega Drive.

I'm sure OCS Amiga people wouldn't mind the colour loss compromise if they still get to keep the speed and depth of the original Sonic game, but if the game were to use 32 colours for the sprites and foregrounds and missed out on the parallax, it just wouldn't feel the same, it'd probably feel like this Backbone game (raster bars are nice, but parallax is so much better).

I've left this project open for anyone to continue. They can download all the files required from here - http://sonicamiga.blogspot.com/ and of course new graphics and sounds can be found on the web, Google should produce a few results.

As I was saying earlier though, we have other games that need to be worked on and since we have no other pixel artists in Underground Arcade I've got a lot of work cut out for me, so I'm off of this Sonic thing for now. I just wanted to see if it could be done, and then give it away if anyone wants to continue it.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Flashlab on June 30, 2008, 09:26:59 PM
Good to hear you got a team up and running! I hope you guys can make a nice game or two! Maybe you could give us some pointers what way you're going?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on June 30, 2008, 10:37:58 PM
Okay, some of the games we're working on (that I'm allowed to talk about) include:

Halloween Nightmare

This is actually two games, both platformers. One is a simple jump & run, avoid baddies, collect the candy type thing. The other is a more involving game with a storyline, heaps of interactive characters, lots of locations to explore, tougher enemies, loads of weapons, mission based levels, and possibly two-player support.

Annihilation

A horizontally scrolling arcade shoot em up. Classic arcade action with three ships to choose from and a huge range of weapons with upgradable firepower.

There are more games being made, but we have to keep them under wraps for now. We'll have some classic arcade remakes as well as some unique and original games too. We're also working on a website and a newsletter, but we've seriously taken on too much work to handle, and progress is slow. We're determined to produce quality games, but any help we can get is appreciated.

For more info, we've set up a blog until we get our website finished. We'll try and update it soon. Here it is - http://undergroundarcade.blogspot.com/
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Colani1200 on July 12, 2008, 08:30:01 AM
Quote

Rebel-CD32 wrote:

All Amigas - http://www.spin.net.au/~amiga/Sonic500.lha



On my A600, the title screen loads with the intro music, but after that, I get an error that lowlevel.library cannot be found. I guess Kick 3.1 is needed?!
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: rkauer on July 12, 2008, 08:56:11 AM
Quote

Colani1200 wrote:
Quote

Rebel-CD32 wrote:

All Amigas - http://www.spin.net.au/~amiga/Sonic500.lha



On my A600, the title screen loads with the intro music, but after that, I get an error that lowlevel.library cannot be found. I guess Kick 3.1 is needed?!


 Nope. I play it on mine 2Mb RAM/2Gb HD PAL A600 with no problems. Using a CD32 joypad, of course.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Colani1200 on July 12, 2008, 09:28:10 AM
Which Kickstart / OS version does it have?
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on August 09, 2008, 02:47:00 AM
Sorry for not replying to this post earlier. I have tried the demo on my own WB2.1 A600 with 1MB RAM, and I got the same problem. I think lowlevel.library is needed for the control pad.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Piru on August 09, 2008, 05:14:30 AM
@Rebel-CD32
Quote
first I want to say that I didn't personally rip any graphics from the Sonic games, I simply saved them from one of the many Sonic fangame/spriterip websites that are out there.

That is no excuse really. The only way to make it "safe" would be to require the end user to deal with it themselves.
Quote
Sega has never has a go at anyone for making fangames, and they don't seem to mind at all.

That's no excuse either.

But if you're happy with copyright infringement, that's your choice.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Piru on August 09, 2008, 05:19:12 AM
Quote
I think lowlevel.library is needed for the control pad.

In the future make sure the code falls back to regular joystick/keyboard controls if lowlevel.library is not found. This way it should work with anything KS 2.0+ (assuming nothing else depends on newer KS features).
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on September 06, 2008, 01:30:58 AM
Just shut the {bleep} up, dickhead.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Piru on September 06, 2008, 01:43:14 AM
@Rebel-CD32
Quote
Just shut the {bleep} up, {expletive}

Now that was constructive.

I still think you should deal with the copyright issues, however.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: ZeBeeDee on September 06, 2008, 02:55:38 AM
@ Rebel-CD32

No need for the attitude mate ... Piru was just voicing concern about a potential copyright problem.

If, as you say, Sony are fine with fans making tribute games then thats okay ... just leave the keyboard bashing out.

(http://www.gothpunk.com/images/chill.jpg)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Rebel-CD32 on September 06, 2008, 05:38:51 AM
I'm sick of idiots commenting on things they don't fully understand. How many times do I have to say this game was made with BACKBONE and not CODED. I can't "make sure the code falls back..." because no one is actually programming it. People seem to come on these threads and comment without actually reading all the previous posts. Do some {bleep}ing research, there are hundreds of lame Sonic fangames out there and SEGA (not SONY) has never done anything to stop them. This has been going on for YEARS, so why should I get all worried that SEGA is going to sue me for throwing together a quick demonstration on an obsolete system they probably don't even realise still exists?

STOP REPLYING TO THREADS UNTIL YOU READ THEM FIRST!

BACKBONE IS NOT A PROGRAMMING LANGUAGE!

SEGA DOESN'T CARE!

THIS PROJECT IS FINISHED!
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: Piru on September 06, 2008, 07:06:45 AM
@Rebel-CD32
Quote
Do some {bleep}ing research, there are hundreds of lame Sonic fangames out there and SEGA (not SONY) has never done anything to stop them. This has been going on for YEARS, so why should I get all worried that SEGA is going to sue me for throwing together a quick demonstration on an obsolete system they probably don't even realise still exists?

This is not about being in legal limbo (which it is too, regardless if the owner really cares or not), but about developer/artist integrity. This is about principle: you should not steal but do your own artwork.

You can rave all you want but that doesn't really change.

Now, personally I don't really care whether you do it or not, but I reserve the right to whine about it.

If you don't like it, tough.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: taunusand on September 06, 2008, 11:04:26 AM
I like the game, thanks :-)
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: ZeBeeDee on September 06, 2008, 03:03:15 PM
Quote

Rebel-CD32 wrote:

THIS PROJECT IS FINISHED!


TBH ... at the rate you throw insults around, it won't be long before you'll be finished here too.

Maybe you should switch to decaf for a while or perhaps anger management classes.
Title: Re: New Sonic the Hedgehog Amiga Fangame Project
Post by: saimon69 on September 07, 2008, 04:32:23 AM
>THE PROJECT IS FINISHED!


Well without music i dont think so, i tried to get in touch with you through your blog to provide you a music for it (.xm format), see if sounds right and let me know if you need a .mod file instead... PM me for info and mail address.

Saimon69