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Amiga computer related discussion => Amiga Gaming => Topic started by: carvedeye on April 24, 2011, 11:18:59 AM

Title: Sonic the hedgehog?
Post by: carvedeye on April 24, 2011, 11:18:59 AM
Hi all I remember a while ago some one did an Amiga port of the game but I can't seem to find it does anyone have a link to it?
Title: Re: Sonic the hedgehog?
Post by: ribdevil1 on April 24, 2011, 12:10:24 PM
Hi, yes, there's a sonic port for OS4, Open Sonic, you can find it in OS4depot.
 
There's a 3D port called SonicRB2, in OS4depot too.
 
Enjoy it.
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on April 24, 2011, 05:50:08 PM
I whipped up a quick concept demo of a Sonic game in Backbone a while ago. The game was actually playable, and using a few tricks I managed to make it seem a little more like Sonic than what Backbone typically allows, but of course it still wasn't anywhere near as good as the real thing. There's more info about it here: http://sonicamiga.blogspot.com/

The links don't work anymore, but if anyone is interested I can re-upload everything, including the compiled 2-level concept demo I put together and the Backbone project files so someone can continue to work on the game themselves if they want.

It runs on most Amigas with a hard drive, but runs better with a faster CPU. For anyone who doesn't know, Backbone is a platform/shooter game making program, available for free on Aminet. With Backbone, anyone can produce a pretty decent quality game without any programming knowledge and it's very easy to use.
Title: Re: Sonic the hedgehog?
Post by: Drummerboy on April 24, 2011, 07:51:39 PM
Quote from: Rebel-CD32;633389
I whipped up a quick concept demo of a Sonic game in Backbone a while ago. The game was actually playable, and using a few tricks I managed to make it seem a little more like Sonic than what Backbone typically allows, but of course it still wasn't anywhere near as good as the real thing. There's more info about it here: http://sonicamiga.blogspot.com/

The links don't work anymore, but if anyone is interested I can re-upload everything, including the compiled 2-level concept demo I put together and the Backbone project files so someone can continue to work on the game themselves if they want.

It runs on most Amigas with a hard drive, but runs better with a faster CPU. For anyone who doesn't know, Backbone is a platform/shooter game making program, available for free on Aminet. With Backbone, anyone can produce a pretty decent quality game without any programming knowledge and it's very easy to use.


Intersting.. I just saw anytime any very poor Sonic Amiiga version..

Yeah the links are broked, do you have thats Versions? and can you upload to somewhere to download and test?

Regards
Title: Re: Sonic the hedgehog?
Post by: carvedeye on April 25, 2011, 08:50:03 PM
@rebel-cd32

thats the one any chance of you fixing the broken links?
Title: Re: Sonic the hedgehog?
Post by: samo79 on April 26, 2011, 04:59:52 PM
Yep, links are broken :-(
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on April 26, 2011, 06:39:56 PM
I have to warn you not to get your hopes up, this game wasn't coded by a programmer, I made it in a game maker with limited capabilities. I did the whole thing over a day or two, so it's not very extensive, just a proof of concept if anything, to see if I could make a similar game to Sonic with Backbone.

Here is a version I compiled for 030s and higher:
http://home.exetel.com.au/~amiga/Sonic030.lha

And here is the full package, so if you install Backbone (from Aminet) you can edit and continue the game yourself:
http://home.exetel.com.au/~amiga/SonicBackbone.lha

And for anyone wishing to do that, here are the links to Backbone (install it first, then install the update and copy over the keyfile):
http://aminet.net/package/dev/misc/Backbone_Full
http://aminet.net/package/dev/misc/Backbone_Upd
http://aminet.net/package/dev/misc/Backbone_Key

Even if you're not interested in Sonic it's still worth trying Backbone if you haven't already, and wish to have a go at making your own games easily with no coding required. You could just as easily make a Turrican, Super Mario Bros or Alien Breed style game with it if you want.
Title: Re: Sonic the hedgehog?
Post by: samo79 on April 26, 2011, 09:01:24 PM
Many thanks, i'm very curious to try :-)

Maybe you can upload Sonic as well (on Aminet), so it will be "safe" if somethings happen again on your side :-)
Title: Re: Sonic the hedgehog?
Post by: samo79 on April 26, 2011, 09:01:57 PM
Many thanks, i'm very curious to try :-)

Maybe you can upload Sonic as well (on Aminet), so it will be "safe" if somethings happen again on your side :-)
Title: Re: Sonic the hedgehog?
Post by: Khephren on April 28, 2011, 11:22:20 AM
The master system sonics look quite nice, and run fine on a moderately accelerated Amiga.
Title: Re: Sonic the hedgehog?
Post by: Cammy on April 30, 2011, 06:47:35 PM
It would be really cool if someone could compose some 3/4 channel Protracker mods in the same style as the Mega Drive Sonic/Sonic 2 music for us to use in our Amiga Sonic fan-game. Many of the correct sound effects are already in the game and apart from a lack of parallax and sloped tiles the graphics look pretty spot-on, the gameplay is surprisingly accurate for a Backbone game, and it would be so easy for us to make this a community project where a few people might contribute their own levels to be included in the full game.
Title: Re: Sonic the hedgehog?
Post by: klx300r on April 30, 2011, 07:03:08 PM
Quote from: ribdevil1;633363
Hi, yes, there's a sonic port for OS4, Open Sonic, you can find it in OS4depot.
 
There's a 3D port called SonicRB2, in OS4depot too.
 
Enjoy it.

ya that's a really great Sonic port
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 04, 2012, 11:04:20 PM
If anyone is still interested in this kind of project, I could lend the Mr Beanbag engine towards it.  In fact if someone could provide me with the graphics and some music mods, I could probably make Mr Beanbag run round a sonic zone in next to no time.  He wouldn't be able to go round loops and stuff unfortunately (that was actually planned for Mr Beanbag in the early stages but I dropped the idea pretty soon as I couldn't think of a neat way to do it.  The Beanbag II engine, if I ever get round to it, will have much better physics which will allow this sort of thing.)
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 05, 2012, 01:47:39 AM
I'm very interested in still working on a Sonic clone, and have been hoping for years we could use the Mr. Beanbag engine. Back when I was working on the graphics for my Backbone version I tried to make the graphics conform to what I thought was possible with the OCS Mr. Nutz engine, so the foreground tiles are all in 7 colours, with the main character using sprites to give him more colours. I cheated a bit and used those colours for the enemies too, but if it were using the Mr. Nutz engine they'd have to be BOBs using the foreground playfield colours. I still think it'd be possible to pull off a decent Sonic game on OCS with enough tweaking.

Anyway, sorry about rambling, I'd like to whip up some graphics for a Sonic game using the Mr. Beanbag engine. From playing the game it kind of looks like you're using 32x32 tiles, is that right? Is it a limitation of the engine, or could it be used with 16x16 tiles also? Is there a limit to how many tiles are in each level or map? And the character and enemies, are they all sprites and do they have their own palette or use the same one the tiles use? Once I know what I can work with I can hopefully get something together.

I'd like to offer you any help I can to get Mr. Beanbag finished, polished and presentable too if you'd like. I think it's a great game worthy of a commercial release, and I'm sure we can work out a good digital distribution method for it, even if the game is free with a donation button. A few of us have been working on plans for a new publishing method with a web-based "app store/software centre" which will be free for developers to use rather than charging them to host their software on the site, but if the software is sold then a percentage of each sale can go back to site maintenance. Together with online distribution we'd like to offer optional physical publishing and packaging with active promotion around the web to appeal to collectors.
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 05, 2012, 04:17:46 AM
Quote from: Rebel-CD32;633722
And here is the full package, so if you install Backbone (from Aminet) you can edit and continue the game yourself:
http://home.exetel.com.au/~amiga/SonicBackbone.lha

Rebel. That is really cool! I love the Sonic running past the Amiga logo!

If I download the full package do you think I can get it to run on a Minimig 1.1? It has 3.5MB ram and a 68000 at 50MHZ so it runs like a stock A3000 without the 030 instructions.

EDIT:

I downloaded the LHA files to the minimig. Backbone is complaining that it can't find Arexx and it needs that to change some parameters. I know I have a system:Rexxc directory with an "rx" command. What does it think I'm missing?

Thanks!

nate
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 05, 2012, 06:01:11 AM
Hey mate, it should work fine on that system, I'd be interested to see how it performs actually.

You need to be running RexxMast, which is in your System drawer. Drop it in the WBStartup drawer so it's always running because it's essential to a lot of Amiga software.
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 05, 2012, 07:35:40 AM
Quote from: Rebel-CD32;674424
Hey mate, it should work fine on that system, I'd be interested to see how it performs actually.

You need to be running RexxMast, which is in your System drawer. Drop it in the WBStartup drawer so it's always running because it's essential to a lot of Amiga software.


When I tried to create the game, I got a error about something missing and later when it wanted some volume "CU"something and did not compile. Maybe i just need some Assigns or something. I'll have to learn more about Backbone...

I did try your 030 binary and that worked really well. I would say it seem about the same as my 1200 060. Anyway, one major issue on the Minimig. You can't really jump. its almost like something is tethering you to the ground. sometimes you can get out a little jump but not often. On the 1200 the jump works perfectly. The jump problem still persists out of "turbo" mode (7mhz) and the framerate is very choppy obviously. I was thinking it was the faster GFX chipset timing in "turbo" mode throwing it off. Minimig is like 4X faster than standard ECS in turbo mode. Thats not the problem though...

thanks,

nate
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 05, 2012, 09:54:38 AM
Not sure what the problem could be with the Minimig, but you don't have turbo-fire switched on on your joystick do you?

Nice to know it scrolls as well as the 060. It's a shame Backbone's scrolling is a bit choppy no matter what.

I'm going to update this Sonic Backbone pack so it works properly and upload it again soon.
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 05, 2012, 03:12:31 PM
Quote from: Rebel-CD32;674442
Not sure what the problem could be with the Minimig, but you don't have turbo-fire switched on on your joystick do you?

Nice to know it scrolls as well as the 060. It's a shame Backbone's scrolling is a bit choppy no matter what.

I'm going to update this Sonic Backbone pack so it works properly and upload it again soon.


The joystick is a new one from ebay. I'll see if it has a turbo-fire. Also the Minimig may have something like that built in and I have somehow activated it.

I'll look into that!

it seems to scroll about the same on the Minimig. In Turbo mode. In A600 mode its a very slow. I'll be able to see more if I get that jump issue resolved.

Who knows, Minimig's ECS in turbo mode might be faster than AGA :)

Thanks.

nate
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 05, 2012, 06:20:58 PM
Quote from: Rebel-CD32;674394
Anyway, sorry about rambling, I'd like to whip up some graphics for a Sonic game using the Mr. Beanbag engine. From playing the game it kind of looks like you're using 32x32 tiles, is that right? Is it a limitation of the engine, or could it be used with 16x16 tiles also? Is there a limit to how many tiles are in each level or map? And the character and enemies, are they all sprites and do they have their own palette or use the same one the tiles use? Once I know what I can work with I can hopefully get something together.


Yes indeed the tiles are 32x32, and it is hard-coded for that size of tile although getting it to work with 16x16 tiles wouldn't be too much trouble but I got the impression the Megadrive sonic tiles were 32x32 anyway (could be wrong).  The engine can handle up to 256 tiles (with tile 0 blank), although the level compression algorithm can only handle 128 tiles because the other 128 are used for the run-length encoding.  Again, I could work round that (and was planning to for Beanbag II).  The bad guys are bobs so they use the same palette as the background.  The player character is a 16 colour sprite, however.  The rest of the sprites are used to render the scoreboard.
Title: Re: Sonic the hedgehog?
Post by: amiman99 on January 05, 2012, 08:03:45 PM
Here is a Sonic MED file I converted from MIDI to MED, plays fine in OctaMED and EaglePlayer. Took me like 2hrs, lots of clean up.
Sorry I had to double zip it with "7z" and then ZIP to work around the file size limitation.
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 05, 2012, 08:19:32 PM
Quote from: amiman99;674512
Here is a Sonic MED file I converted from MIDI to MED, plays fine in OctaMED and EaglePlayer. Took me like 2hrs, lots of clean up.


This is good, could use some better samples in my opinion but the tune is spot on apart from a few unexpected shifts in octave (I guess the minimum wave period gets in the way sometimes, unless it's XMP playing the fool).  I could use this, but.. I'd need it in Protracker mod format to use it in the Mr Beanbag engine.
Title: Re: Sonic the hedgehog?
Post by: amiman99 on January 05, 2012, 09:41:25 PM
Quote from: Mrs Beanbag;674516
This is good, could use some better samples in my opinion but the tune is spot on apart from a few unexpected shifts in octave (I guess the minimum wave period gets in the way sometimes, unless it's XMP playing the fool).  I could use this, but.. I'd need it in Protracker mod format to use it in the Mr Beanbag engine.
The samples were from Sound Terrific CD, I would need more time to find better ones or just digitize them myself (probably wont have time to digitize them :elvis:).
I tried to save it in Protracker and it did not saved it very well, I need to see where is the problem :hammer:.
If some one could tell me what instruments I need, then it would be easier to find.
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 05, 2012, 09:48:42 PM
Quote from: amiman99;674540
The samples were from Sound Terrific CD, I would need more time to find better ones or just digitize them myself (probably wont have time to digitize them :elvis:).
I tried to save it in Protracker and it did not saved it very well, I need to see where is the problem :hammer:.
If some one could tell me what instruments I need, then it would be easier to find.


I could make up some samples myself, I sometimes just generate them with little AMOS programs.  I think I have some already that might do nicely though.  If I had the tune as a mod I could try some things.
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 05, 2012, 11:51:35 PM
Quote from: Rebel-CD32;674442
Not sure what the problem could be with the Minimig, but you don't have turbo-fire switched on on your joystick do you?

Nice to know it scrolls as well as the 060. It's a shame Backbone's scrolling is a bit choppy no matter what.

I'm going to update this Sonic Backbone pack so it works properly and upload it again soon.


Yes. the minimig has an autofire :)
Yes. My Konix Epyx joystick from ebay has autofire.

The were both OFF. however I think the joystick must be broken. I tried this imitation genesis gamepad and sonic jumps great.

I really think it runs as well on the minimig as it does on my 1200!

Yes, i have tried a few backbone games and the scrolling is always makes every game seem like an Atari ST port :)

Still pretty impressive for a game creator.

thanks!

nate
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 06, 2012, 12:16:11 AM
Cool, glad you got that problem sorted out. I've gone through and fixed up the SonicBackbone package, I've removed a lot of crap that didn't need to be in there and made sure all the components it's looking for are contained in the main drawers, so anyone can simply extract this archive onto their hard drive and begin editing their own Sonic game. I've only converted some of the graphics from Green Hill Zone so far, but it's not too hard to do the other levels using Personal Paint.

I also included a SoundTracker version of that Green Hill Zone mod, along with one from Spring Yard Zone, so maybe someone can take the instruments from the Spring Yard mod and replace them in the Green Hill mod.

Anyway, here's the new package, feel free to download and build your own Sonic levels to play: http://home.exetel.com.au/~amiga/SonicBackbone.lha
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 06, 2012, 01:52:53 AM
Quote from: Rebel-CD32;674571
Anyway, here's the new package, feel free to download and build your own Sonic levels to play: http://home.exetel.com.au/~amiga/SonicBackbone.lha


Your new LHA fixes the issues from before.

Unfortunately I think the Minimig is running out of RAM before it manages to to finish compiling. I'm sure my 1200 is up to the task no problem :)

Thanks for the game!

nate
Title: Re: Sonic the hedgehog?
Post by: amiman99 on January 06, 2012, 03:29:10 AM
Quote from: bbond007;674584
Your new LHA fixes the issues from before.

Unfortunately I think the Minimig is running out of RAM before it manages to to finish compiling. I'm sure my 1200 is up to the task no problem :)

Thanks for the game!

nate
I have a same problem on my A1200 with 64MB RAM, it will not finish compiling and it tells me to contact the Programmer.
I cant run the game.
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 06, 2012, 03:54:34 AM
Quote from: amiman99;674594
I have a same problem on my A1200 with 64MB RAM, it will not finish compiling and it tells me to contact the Programmer.
I cant run the game.

I have the same problem on my Amiga 1200 with 060 80MB RAM and my Minimig with 2MB chip and 1.5MB fast ram. "Error in creating the game. E-mail the Programmer"

I'm going to try giving it more stack.

Thanks!

nate
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 06, 2012, 11:54:50 AM
Quote from: Rebel-CD32;674571
I also included a SoundTracker version of that Green Hill Zone mod, along with one from Spring Yard Zone, so maybe someone can take the instruments from the Spring Yard mod and replace them in the Green Hill mod.


There's not much to replace in the Green Hill zone mod, I don't know if it's just me but I only hear the bass and the drums, what happened to the tune?  And it's dreadfully slow!  Is that an automatic conversion of the Med file?  I don't think it's worked properly if it is.

I might just redo it from scratch instead, it would probably be simpler.
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 06, 2012, 01:18:52 PM
Sorry everyone!

I have re-uploaded a new archive for you to download again. This time it includes the Libs/ drawer which has the Libraries required to finish compiling the game. I used SnoopDOS to suss out the problem. If you had installed Backbone from the original package before extracting and trying this pack it would have worked, which is why I didn't notice the problem myself since I already had Backbone installed properly with the Libs/.

Anyway, download this new one and try to compile. I'm not sure if you'll need to copy the Libraries over to your SYS:Libs/ drawer or if they'll work from PROGDIR:Libs/ but you can try it yourself the way you like.

http://home.exetel.com.au/~amiga/SonicBackbone.lha

Mrs. Beanbag, sorry about that mod, I didn't even listen to the result before uploading the pack, and only discovered what a poor job OctaMED did of converting it after I had tried it in the first level. I suppose someone with more experience with music software will have to do the conversion, I've barely used them before.

I think you're right about Sonic using 32x32 tiles, I made my version use 16x16 because Backbone doesn't support slopes and hills, so the smaller tiles let me have a smoother pseudo-hill than the larger tiles would. Your Beanbag engine obviously handles slopes properly so that'll make it easier for me to convert the graphics. I'll have to create a new 16 colour palette combining the two 16 colour palettes from the foreground tiles and enemy sprites and remapping the graphics to suit, so it won't match the Mega Drive's colour count and the graphics will have to be compromised a bit, but I'll do my best. It may end up looking similar to what I've already done with the Backbone game though, which also combines the foreground tiles and enemy sprites (and player sprite) palettes into a single 16 colour palette. Thankfully I won't have to include Sonic's own colours, so the tile colours will have priority over the enemy sprites, which may be recoloured to work.

Since the Beanbag engine isn't identical to Sonic, I don't think we need to try and duplicate any of the original levels accurately, and think it would be nicer to have a completely original Sonic game for the Amiga, using our own custom graphics for new stages and enemies. Take the PC fangame Sonic XG for example, for a completely original Sonic game I think it's extremely impressive. Check out the pics and gameplay video here: http://www.williamg.plus.com/SXGWEBSITE/

Something like that would be incredible, our own unique Sonic game. Of course after you've made Mr. Beanbag 2 and completed your new engine perhaps we can have a go at reproducing a more accurate clone of one of the original Mega Drive games.
Title: Re: Sonic the hedgehog?
Post by: carvedeye on January 06, 2012, 01:26:09 PM
I dont if this would be possible to port to classic amigas or even ng amigas but its impressive anyway. http://www.wired.com/gamelife/2010/10/sonic-fan-remix/
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 06, 2012, 01:46:06 PM
I think it's doable on an A500, might need two floppy disks though... :p
Title: Re: Sonic the hedgehog?
Post by: carvedeye on January 06, 2012, 02:35:01 PM
Ok maybe not on a classic system but what about ng amiga systems?
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 06, 2012, 03:46:36 PM
Ok try this Green Hill Zone mod I just made.  Maybe someone with greater musical skills than mine can jazz it up a little more but there's the basic tune anyway.  I modified some samples from my own collection.
Title: Re: Sonic the hedgehog?
Post by: amiman99 on January 06, 2012, 04:27:49 PM
Quote from: Mrs Beanbag;674624
Ok try this Green Hill Zone mod I just made.  Maybe someone with greater musical skills than mine can jazz it up a little more but there's the basic tune anyway.  I modified some samples from my own collection.
Sounds good!
Title: Re: Sonic the hedgehog?
Post by: Thorham on January 06, 2012, 04:52:47 PM
Quote from: carvedeye;674610
I dont if this would be possible to port to classic amigas or even ng amigas but its impressive anyway. http://www.wired.com/gamelife/2010/10/sonic-fan-remix/
Classic isn't a problem, but you'll have to carefully rework the graphics (HAM just isn't an option here) down to a suitable number of colors and lowres. Probably not so easy to do without making it look crappy.
Title: Re: Sonic the hedgehog?
Post by: Speelgoedmannetje on January 06, 2012, 05:52:28 PM
There's a really rather nice game called "Kid Chaos" that is pretty much a Sonic clone. Runs extremely fast and smooth on an 1mb Amiga 500.
[youtube]u_1fME0wPzw[/youtube]
Title: Re: Sonic the hedgehog?
Post by: commodorejohn on January 06, 2012, 05:58:07 PM
Quote from: Thorham;674634
Classic isn't a problem, but you'll have to carefully rework the graphics (HAM just isn't an option here) down to a suitable number of colors and lowres. Probably not so easy to do without making it look crappy.
Hey, if the SMS/GG Sonic titles could look okay, an Amiga version easily can.
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 06, 2012, 06:24:01 PM
Quote from: Speelgoedmannetje;674643
There's a really rather nice game called "Kid Chaos" that is pretty much a Sonic clone. Runs extremely fast and smooth on an 1mb Amiga 500.

That's a game I'd never seen before.  Nice work.  Plenty of parallax, but the graphics suffer a little from the 7-colour limitation, they've done well but to me it has a kind of "dirty" look.  If they made an AGA version it could have been really nice.

Not sure what the fascination was with rave music on Amiga games of that era, I never much got into it, but at least it has a different tune on each level, which is one of the things that disappointed me about Zool, even though they managed to fit 5 or so mods on the disks, you had to pick one at the start and stick with it all the way through - weird.
Title: Re: Sonic the hedgehog?
Post by: Thorham on January 06, 2012, 07:01:59 PM
Quote from: commodorejohn;674644
Hey, if the SMS/GG Sonic titles could look okay, an Amiga version easily can.
I was refering to the Sonic version in carvedeye's link ;) SMS/GG Sonic is indeed a piece of cake.
Title: Re: Sonic the hedgehog?
Post by: Speelgoedmannetje on January 06, 2012, 08:56:24 PM
Quote from: Mrs Beanbag;674648
That's a game I'd never seen before.  Nice work.  Plenty of parallax, but the graphics suffer a little from the 7-colour limitation, they've done well but to me it has a kind of "dirty" look.  If they made an AGA version it could have been really nice.

Maybe it's because it's taken from an emulator? It doesn't look 'dirty' (as I suppose you mean with thatthe transition from one colour to another to be pixely) at all on my real amiga.

Quote
Not sure what the fascination was with rave music on Amiga games of that era, I never much got into it,
Well, back in the heyday I thought I could sounds like that on my pc if I bought a sound blaster. *Quite* a disappointment as I was a huge rave fan back in those days (and I've seen xenon 2 on my cousins' Amiga).
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 07, 2012, 02:58:52 PM
Quote from: Speelgoedmannetje;674668
Maybe it's because it's taken from an emulator? It doesn't look 'dirty' (as I suppose you mean with thatthe transition from one colour to another to be pixely) at all on my real amiga.

I mean the colours are mostly very brownish/greyish.  The only way to get lots of shading with only 7 colours is to "overlap" your ranges by cleverly selecting neutral colours.  After black and white you're left with only 5 colours to work with so you've got to make compromises like using brown for the darker shade of everything.  A friend of mine had a term for it, "stinky graphics" he used to call it.

Soccer Kid did it better, in my opinion.  That's another game with smooth scrolling and parallax.  Good music too.
Title: Re: Sonic the hedgehog?
Post by: psxphill on January 07, 2012, 06:05:44 PM
Quote from: Mrs Beanbag;674648
That's a game I'd never seen before. Nice work. Plenty of parallax, but the graphics suffer a little from the 7-colour limitation, they've done well but to me it has a kind of "dirty" look. If they made an AGA version it could have been really nice.

Yeah OCS dual playfield is limiting with only 6 bitplanes. You would have to use the blitter for parallax and I'm not sure you could achieve 50/60 fps with that.
 
AGA would be better, but still not as good as the mega drive because of the sprites. But you might be able to pull it off.
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 07, 2012, 10:37:48 PM
I think Mr. Nutz does a great job of OCS dual-playfield mode without resorting to using brown as a base colour in the graphics, in my opinion it's closer to how I imagine Sonic on the Amiga to look than Kid Chaos, even though that game shares the same awesome control and spinning attack method.

http://www.youtube.com/watch?feature=player_detailpage&v=yYM9aFnpwjM#t=2322s
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 07, 2012, 11:40:00 PM
I've just created a Green Hill Zone tileset for the Mr Beanbag engine.  Now I've got foreground graphics and music, I can put together a demo this week.  It'll be Mr Beanbag running around in it at first, though.
Title: Re: Sonic the hedgehog?
Post by: Akiko on January 07, 2012, 11:42:36 PM
@Mrs Beanbag

Sounds good. :)
Title: Re: Sonic the hedgehog?
Post by: fishy_fiz on January 08, 2012, 12:52:44 AM
Actually Kid Chaos has about 160 colors for backgrounds, etc. and not just copper gradients. Pretty clever use of a 2bit playfield (yes 2, not a typo :)). There's a few interviews with the author around the net where its spoken about.

As for the fixation with rave/techno type music, Id hazzard a guess it stems from the fact that its easy to write and requires no real talent. It can also be written with small samples so has a small memory footprint.
(sorry, being that Ive been an actual musician for over 20 years I have a particular dislike of that sort of garbage :))
Title: Re: Sonic the hedgehog?
Post by: commodorejohn on January 08, 2012, 03:49:19 AM
Quote from: fishy_fiz;674827
As for the fixation with rave/techno type music, Id hazzard a guess it stems from the fact that its easy to write and requires no real talent. It can also be written with small samples so has a small memory footprint.
(sorry, being that Ive been an actual musician for over 20 years I have a particular dislike of that sort of garbage :))
Heh, I hear you there ;D Though I'd also point out that rave/techno music is pretty well geared towards a four-channel wavetable chip, you can have three music loops going and one left over for sound effects without it being too noticeable.
Title: Re: Sonic the hedgehog?
Post by: Amiga_Nut on January 08, 2012, 08:21:55 AM
Quote from: fishy_fiz;674827
Actually Kid Chaos has about 160 colors for backgrounds, etc. and not just copper gradients. Pretty clever use of a 2bit playfield (yes 2, not a typo :)). There's a few interviews with the author around the net where its spoken about.

As for the fixation with rave/techno type music, Id hazzard a guess it stems from the fact that its easy to write and requires no real talent. It can also be written with small samples so has a small memory footprint.
(sorry, being that Ive been an actual musician for over 20 years I have a particular dislike of that sort of garbage :))


Nah there is still talent in every musical genre, there is Orbital and then there is everyone else also rans in the field of trancey music :)
Title: Re: Sonic the hedgehog?
Post by: fishy_fiz on January 08, 2012, 09:26:52 AM
Yeah to be fair there is a small percentage of people involved in the genre that have some talent, but it is a genre that doesnt require a lot of skill to produce something, as is demonstrated by the vast majority of examples out there  :)
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 09, 2012, 01:07:11 PM
Quote from: fishy_fiz;674827
Actually Kid Chaos has about 160 colors for backgrounds, etc. and not just copper gradients. Pretty clever use of a 2bit playfield (yes 2, not a typo :)). There's a few interviews with the author around the net where its spoken about.

It's more the foreground graphics than the background that are the problem, it's more difficult to use copper tricks there.  But I just loaded up a screenshot and counted the colours - after removing the player character and the info panels (which will be sprites) there are 36 unique colours.  Not quite 160.  Still impressive though, for a 2 bit playfield.
Title: Re: Sonic the hedgehog?
Post by: fishy_fiz on January 09, 2012, 01:25:16 PM
The 160 I mentioned was actually quoting (paraphrasing?) the author in an interview I read. I dont have the url handy, but I believe it was codetappers site. He interviews a few authors of commercial games. Pretty interesting reading in my opinion :)

Perhaps it was "up to 160".

Oh, any thanks for Mr. Beanbag by the way :)
Title: Re: Sonic the hedgehog?
Post by: bloodline on January 09, 2012, 01:27:37 PM
Quote from: fishy_fiz;674827
Actually Kid Chaos has about 160 colors for backgrounds, etc. and not just copper gradients. Pretty clever use of a 2bit playfield (yes 2, not a typo :)). There's a few interviews with the author around the net where its spoken about.


Hmmm, I'd have to say that it does look like 3bit graphics, though it is impressive to get that amount of blitting... Perhaps only possible with a 2bit playfield...

Quote

As for the fixation with rave/techno type music, Id hazzard a guess it stems from the fact that its easy to write and requires no real talent. It can also be written with small samples so has a small memory footprint.
(sorry, being that Ive been an actual musician for over 20 years I have a particular dislike of that sort of garbage :))


That's a bit harsh, There are three types of music:

1. Music as art, the exquisite works of genius.
2. Music as entertainment, the crap my girl friend listens to...

Both are valid and often crossover!

Oh, then there's the third type... Utter ****e that has no purpose or value... I believe this is often referred to as black eyed peas... But I doubt anyone actually listens to that.
Title: Re: Sonic the hedgehog?
Post by: fishy_fiz on January 09, 2012, 01:59:25 PM
Haha, yeah I'll admit my particular dislike of processed garbage, and music created with a few buttons on some iPad app, etc. (consumerism stuff) will probably skew my responses sometimes. I think Im just getting old :)

When I was a lad we didnt have no fancy computers to make our music for us,..... and so on and so forth  :)
Title: Re: Sonic the hedgehog?
Post by: Thorham on January 09, 2012, 02:04:39 PM
They've been making crappy stuff of all kinds in all times, and music is no exception. Quality is scarce :)
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 09, 2012, 03:36:04 PM
Quote from: bloodline;675001
Hmmm, I'd have to say that it does look like 3bit graphics, though it is impressive to get that amount of blitting... Perhaps only possible with a 2bit playfield...

No blitting is required on the background layer.  The copper can be used to scroll each scanline sideways independently.

Speaking of music, there are plenty of examples of good rave/techno/dance music in Amiga games (not to mention demos), it's the over-reliance on this style during the early '90s Amiga scene that got a little tiresome.  Megadrive games of the same period, including Sonic, had different musical styles to suit each level's atmosphere.
Title: Re: Sonic the hedgehog?
Post by: commodorejohn on January 09, 2012, 04:28:34 PM
Quote from: fishy_fiz;675003
When I was a lad we didnt have no fancy computers to make our music for us,..... and so on and so forth  :)
"Why, when I was a boy, we cut our tapes with scissors and strung together every note by hand! (http://en.wikipedia.org/wiki/Doctor_Who_theme_music#1960s) And by God, we liked it!"
Title: Re: Sonic the hedgehog?
Post by: psxphill on January 09, 2012, 04:34:07 PM
Quote from: Mrs Beanbag;675008
No blitting is required on the background layer. The copper can be used to scroll each scanline sideways independently.

Not when you want a parallax effect without using dual playfield, which limits you to 7 colours on the foreground.
 
You can use 2 bitplanes for the background and 4 for the foreground in EHB and scroll the whole screen with the scroll registers but you have to shift the background the opposite way to compensate. That gives you 4 background colours, 7 foreground colours but also another 7 that are dimmer. You can also use half brite in the foreground layer to dim the background.
 
You need to set the palette properly or it will look wrong (you need to duplicate all the foreground colours across the background apart from the foreground see through colour). Although you can use this for other tricks.
 
If there were seperate scroll per bitplane then it would be easier, but there are only two (one for odd and one for even).
Title: Re: Sonic the hedgehog?
Post by: golem on January 09, 2012, 04:53:45 PM
Quote from: bloodline;675001
Utter ****e that has no purpose or value... I believe this is often referred to as black eyed peas... But I doubt anyone actually listens to that.


Ha ha. Well said bloodline. I never like posting in order to express dislike or negative emotions but I make exception for the Black Eyed Peas :) (maybe it's just because I'm becoming an old man!)
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 09, 2012, 04:56:22 PM
Quote from: psxphill;675013
Not when you want a parallax effect without using dual playfield, which limits you to 7 colours on the foreground.
 
You can use 2 bitplanes for the background and 4 for the foreground in EHB and scroll the whole screen with the scroll registers but you have to shift the background the opposite way to compensate. That gives you 4 background colours, 7 foreground colours but also another 7 that are dimmer. You can also use half brite in the foreground layer to dim the background.

This is possible, but did anybody ever do that?  I believe Robocod used a single bitplane for a background parallax layer.  You can also do transparencies this way if you set the palette up right.

It is possible to scroll each bitplane independently vertically.  Mr Beanbag's title screen does that.
Title: Re: Sonic the hedgehog?
Post by: bloodline on January 09, 2012, 05:46:32 PM
Quote from: Mrs Beanbag;675008
No blitting is required on the background layer.  The copper can be used to scroll each scanline sideways independently.



Hmmm, you know I had totally forgotten about that little trick! Well spotted ;)
Title: Re: Sonic the hedgehog?
Post by: bloodline on January 09, 2012, 05:48:20 PM
Quote from: golem;675018
Ha ha. Well said bloodline. I never like posting in order to express dislike or negative emotions but I make exception for the Black Eyed Peas :) (maybe it's just because I'm becoming an old man!)
;) I can tolerate most music... But I draw the line at black eyed peas.
Title: Re: Sonic the hedgehog?
Post by: Cammy on January 09, 2012, 09:27:11 PM
Here's the first half of Green Hill Zone Act 1 recreated in Backbone with Rebel's Sonic pack and using Tricky's music. Just extract it and double-click the icon to play, but remember this was made with Backbone, not coded properly and suffers from all of Backbone's limitations.

http://home.exetel.com.au/~amiga/Sonic.lha
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 10, 2012, 11:45:22 AM
Quote from: Cammy;675076
Here's the first half of Green Hill Zone Act 1 recreated in Backbone (http://home.exetel.com.au/%7Eamiga/Sonic.lha)

Do I need to install Backbone to run this, or is it stand-alone?
Title: Re: Sonic the hedgehog?
Post by: jj on January 10, 2012, 12:28:46 PM
Sorry to go OT Here.  But when it comes to music its very easy to dismiss a genere.  I like pretty much all music, from martha tilston to pantera.  I am not massive fan of techno , Hardcore but to say it involves no talent  to create is very short sited.
 
I am am a fan of trance, house and very recently DnB, especially the output of Hospital records and artists like london elektricity, high contrast (Cardiff boy like me ) and camo and krooked.  Music is of a very peronal taste.
 
To do any music well takes talent, even the crap chart music of the last 30 years. But as bloodline said there are even examples of talent and genius there.  To be a muscian of some time does not make you able to produce good music.
 
I know some very talented musicians, but they can't write decent music for toffee.
 
I would just like to end with the fact that 3 years ago I had the mis fortune to hear, not watch, the black eyed peas in Glastonbury.  They were truly awful.
Title: Re: Sonic the hedgehog?
Post by: Cammy on January 10, 2012, 12:48:19 PM
Sorry, this package is stand-alone, just run it from Workbench 3.x. Some people have complained that the game won't run and requires lowlevel.library, so I'm going to try and fix up a version that doesn't use any CD32 buttons and upload it soon.

In the meantime, here's a screenshot of the Workbench from the A1200 we're building this Sonic game on:

(http://www.amiga.org/gallery/images/5087/2_SonicCDWorkbench.png)
Title: Re: Sonic the hedgehog?
Post by: psxphill on January 10, 2012, 03:36:00 PM
Quote from: Mrs Beanbag;675019
This is possible, but did anybody ever do that? I believe Robocod used a single bitplane for a background parallax layer. You can also do transparencies this way if you set the palette up right.
 
It is possible to scroll each bitplane independently vertically. Mr Beanbag's title screen does that.

robocod cheats heavily by having a repeating pattern across the screen.
 
Pick your pattern correctly and you only need one copy of it in memory as well (you just need 16 patterns across the screen each starting on a seperate bit boundary). Then you just need enough blank space above and below so you don't have to be move the copper split & a screens worth to the right so offset 15 wraps to 0 etc.
 
Vertical is easy as you have a pointer for each bitplane, the trick is to use them for horizontal scrolling.
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 10, 2012, 07:10:32 PM
I've got Mr Beanbag running around in Green Hill Zone now.  I've also converted some of the bad guy's sprites so I'll add them in next.  I could do with a few more frames of animation though, I've only been able to get static images of each character from screenshots.

The hardest thing to do is going to be loops.  But... I'll cross that bridge when I come to it.
Title: Re: Sonic the hedgehog?
Post by: carvedeye on January 10, 2012, 07:43:25 PM
Quote from: Cammy;675155
Sorry, this package is stand-alone, just run it from Workbench 3.x. Some people have complained that the game won't run and requires lowlevel.library, so I'm going to try and fix up a version that doesn't use any CD32 buttons and upload it soon.

In the meantime, here's a screenshot of the Workbench from the A1200 we're building this Sonic game on:

(http://www.amiga.org/gallery/images/5087/1_SonicCDWorkbench.png)


Awesome i look forward to it being finished :)
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 10, 2012, 09:44:48 PM
Quote from: Mrs Beanbag;675146
Do I need to install Backbone to run this, or is it stand-alone?

Just played it, it's pretty good, where did you get the sprites?  I somehow managed to fall off the level :roflmao:

His jumping action is pretty weird, he just goes straight up and then comes straight back down again, I guess this is backbone's fault.  He seems to have sideways inertia though.
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 10, 2012, 11:07:28 PM
Quote from: Mrs Beanbag;675218
Just played it, it's pretty good, where did you get the sprites?  I somehow managed to fall off the level :roflmao:

His jumping action is pretty weird, he just goes straight up and then comes straight back down again, I guess this is backbone's fault.  He seems to have sideways inertia though.

here are some more sonic sprites

http://biggysprites.smackjeeves.com/comics/573428/sonic-sprites-sonic-advence/
http://www.freewebs.com/nigahog/Sonic%203%20sprites/Sonic%20Action%20Stage.png
Title: Re: Sonic the hedgehog?
Post by: Rebel-CD32 on January 11, 2012, 03:56:00 PM
You can get the original Mega Drive sprite rips for Sonic and some of the other objects in the game from this site: http://sdb.drshnaps.com/system.php?sys=3
More Mega Drive sprite rips here: http://www.spriters-resource.com/genesis/sonicth1/index.html
You can get level layout rips from here: http://www.vgmaps.com/Atlas/Genesis/index.htm
Here's a full study of Green Hill Zone: http://soniczone0.com/games/sonic1/greenhill/
A page explaining the use of shapes throughout Sonic levels: https://sites.google.com/site/sonicgraphicsguide/sonic-graphics-guide
And some Sonic Fangame forums: http://www.sonicfangameshq.com/forum/index.php and http://forums.sonicretro.org/
(http://www.spriters-resource.com/genesis/sonicth1/sonicthehedgehog.png)(http://www.spriters-resource.com/genesis/sonicth1/badniks.gif)
Title: Re: Sonic the hedgehog?
Post by: Cammy on January 11, 2012, 05:18:22 PM
I wonder if anyone with some spare time who might want to help out with these Sonic fangames might want to rip some of the fonts from the Sonic games and make them into real Amiga fonts, or ColorFonts even, using ColorType? It's as easy as using Personal Paint and picking up a brush, since ColorType was made by the same guys who made PPaint. I would probably end up doing it myself eventually but I have a whole bunch of Amiga projects on my plate at the moment so it might take a while to get around to it.

Anyone could use the fonts in their own games or even on Workbench afterwards if someone could rip them and upload them! The HUD font would be the most useful since it's the one that is onscreen throughout the game.

Here's a link to ColorType:  http://aminet.net/package/biz/cloan/ColorType

(http://www.spriters-resource.com/genesis/sonicth2/fontpack.png)
Title: Re: Sonic the hedgehog?
Post by: Cammy on January 12, 2012, 04:48:54 AM
If anyone would like to try the latest half-level demo of Sonic the Hedgehog on their Amiga I have just uploaded a new archive  http://amigachristmastree.ultimateamiga.co.uk/SonicBackboneDemo.lha

Here's a video of an earlier version:
[YOUTUBE]OxPOZu-fpsw[/YOUTUBE]
Title: Re: Sonic the hedgehog?
Post by: amiman99 on January 13, 2012, 03:42:00 AM
Quote from: Cammy;675428
If anyone would like to try the latest half-level demo of Sonic the Hedgehog on their Amiga I have just uploaded a new archive  http://amigachristmastree.ultimateamiga.co.uk/SonicBackboneDemo.lha

Here's a video of an earlier version:
[YOUTUBE]OxPOZu-fpsw[/YOUTUBE]
I like it, very nice. I wonder if the music could be redone in 3 channels and fourth one used for game sounds, so the music is not interrupted when game sounds are on. Rhythm, base and music .
I wonder if Metal Slug would be possible using backbone? It's my all time favorite run and shoot game.

Edit, The demo works fine in A1200 030 50MHz.
Title: Re: Sonic the hedgehog?
Post by: ferrellsl on January 13, 2012, 03:48:53 AM
Very nice work Cammy!
Title: Re: Sonic the hedgehog?
Post by: bbond007 on January 13, 2012, 05:34:48 AM
Quote from: amiman99;675543
I like it, very nice. I wonder if the music could be redone in 3 channels and fourth one used for game sounds, so the music is not interrupted when game sounds are on. Rhythm, base and music .
I wonder if Metal Slug would be possible using backbone? It's my all time favorite run and shoot game.

Edit, The demo works fine in A1200 030 50MHz.


Even the turbo one works great on a 68000 50mhz Minimig 1.1.

Thanks!
Title: Re: Sonic the hedgehog?
Post by: Drummerboy on January 13, 2012, 06:25:31 AM
Yeah,

Its very nice.. I was trying this afternoon and  its on track!  GreaT! .

Hmmm.. Metal Slug its another Great Games would be amazing any Amiga Version!
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 13, 2012, 11:37:28 AM
Quote from: amiman99;675543
I wonder if the music could be redone in 3 channels and fourth one used for game sounds, so the music is not interrupted when game sounds are on. Rhythm, base and music.

I had to cut enough out to get it down to only four channels, I'd recommend using a different channel for the effects though, at the moment it interrupts the tune which is the last thing you want.  On Mr Beanbag I typically interrupt the bass channel for SFX and you don't notice it so much.
Title: Re: Sonic the hedgehog?
Post by: lempkee on January 13, 2012, 12:27:23 PM
Nice work!, i don't like Sonic myself but i still think this is good stuff.
Title: Re: Sonic the hedgehog?
Post by: Cammy on January 13, 2012, 02:47:46 PM
Unfortunately with Backbone there's no control over the channels it uses for the sound effects, I think it tries to use a free channel if there is one and just cuts out a random channel when they're all in use, but it sounds fine with 3-channel mods.

Mr. Beanbag sounds good though, I wasn't sure if you had used 3 or 4 channel mods because I never notice the tune cutting out, good idea cutting out the base channel to play a sound effect.

I always wondered if a game could resume playing a note that was cut out, or if that channel would stay silent until the next note in that channel of the track is played, perhaps if the sample for the note was a long one or was inserted once with a loop. I also wonder about things like using the CPU to mix the channels to give you eight instead of four like how OctaMED does it, could it be used in an action game like a platformer or is there too much going on already?


Oh yeah, and I think Backbone is actually better suited to making a Metal Slug clone than any other type of game, so I think we should have a go at that too if people are interested.
Title: Re: Sonic the hedgehog?
Post by: inoel on January 13, 2012, 03:44:51 PM
Can you bounce the audio on game music?
What I mean is save whole tune as a sample cut
it up into sections and rearrange it in a tracker
that will free up channels
Title: Re: Sonic the hedgehog?
Post by: amiman99 on January 13, 2012, 03:51:22 PM
Quote from: Cammy;675607
Unfortunately with Backbone there's no control over the channels it uses for the sound effects, I think it tries to use a free channel if there is one and just cuts out a random channel when they're all in use, but it sounds fine with 3-channel mods.

Mr. Beanbag sounds good though, I wasn't sure if you had used 3 or 4 channel mods because I never notice the tune cutting out, good idea cutting out the base channel to play a sound effect.

I always wondered if a game could resume playing a note that was cut out, or if that channel would stay silent until the next note in that channel of the track is played, perhaps if the sample for the note was a long one or was inserted once with a loop. I also wonder about things like using the CPU to mix the channels to give you eight instead of four like how OctaMED does it, could it be used in an action game like a platformer or is there too much going on already?


Oh yeah, and I think Backbone is actually better suited to making a Metal Slug clone than any other type of game, so I think we should have a go at that too if people are interested.
Here is the first level of Metal Slug
http://vgmaps.com/Atlas/Neo-Geo/MetalSlug-Mission1.png
and Marco
http://www.spriters-resource.com/community/showthread.php?tid=14064

Is there any tutorial for Backbone? The trouble I have is tile making, how do you space everything correctly?
Title: Re: Sonic the hedgehog?
Post by: amiman99 on January 13, 2012, 03:53:50 PM
Quote from: inoel;675613
Can you bounce the audio on game music?
What I mean is save whole tune as a sample cut
it up into sections and rearrange it in a tracker
that will free up channels
There maybe Chip RAM limits, the longer the sample the more space it takes in Chip RAM.
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 13, 2012, 04:35:25 PM
Quote from: Cammy;675607
I always wondered if a game could resume playing a note that was cut out, or if that channel would stay silent until the next note in that channel of the track is played, perhaps if the sample for the note was a long one or was inserted once with a loop.

This is possible, although you'd have to fade the interrupted note back in because if it came back suddenly it would sound out of place.

Quote
I also wonder about things like using the CPU to mix the channels to give you eight instead of four like how OctaMED does it, could it be used in an action game like a platformer or is there too much going on already?

Eight full music channels might be asking a bit much in a game, but it might be possible to mix effects into the drum track, if all the samples are the same frequency.
Title: Re: Sonic the hedgehog?
Post by: commodorejohn on January 13, 2012, 04:43:19 PM
Quote from: Cammy;675607
I also wonder about things like using the CPU to mix the channels to give you eight instead of four like how OctaMED does it, could it be used in an action game like a platformer or is there too much going on already?
I'm told OctaMED is basically the exact limit of what you can do on an OCS Amiga for software mixing, but I'm kind of hopeful that if you're willing to settle for something slightly less advanced, you could make it work in a game environment. I've been toying with the idea for a while, thinking of mixing four software channels into two hardware channels, and have two left over for, say, drums and effects, but I've yet to get around to any serious coding on it. (I've also been thinking that limiting the software channels to simple looped waveforms, like the TurboGrafx or Konami SCC, would simplify things as well, but that does kind of limit your options, musically.)
Title: Re: Sonic the hedgehog?
Post by: bloodline on January 13, 2012, 04:50:37 PM
Quote from: Mrs Beanbag;675630

Eight full music channels might be asking a bit much in a game, but it might be possible to mix effects into the drum track, if all the samples are the same frequency.


I would actually mix two channels with the music as they are unaffected by latency, the effects would be unbearable with lag :)
Title: Re: Sonic the hedgehog?
Post by: Mrs Beanbag on January 13, 2012, 06:12:40 PM
I want to get my hands on the code for Jochel Hippel's 7 voice replay routine as used for the title music of Turrican II.
Title: Re: Sonic the hedgehog?
Post by: AmigaNG on January 16, 2012, 05:38:22 PM
this thread inspired me to go back and have a look at my creations I made on backbone, I might even start to making a new one (if I find the time) forgot how powerful the kit can be, any way i uploaded them on aminet

http://aminet.net/package/game/misc/amigang

And here is a little video
http://www.youtube.com/watch?v=y1MLqaKu8mI
[YOUTUBE]y1MLqaKu8mI[/YOUTUBE]

Under Cover is a my attept at flashback/another world type gameplay. has loads of animated scenes and different gameplay types, like drive a car, avoid the sniper, help a guy escape etc.

Anoic was my first game on backbone to see if it could do a game like sonic. not nearly as good as the one featured on here.

plus two other little games I made on scala m300, Who whats to be an Amigan? quiz game and Useless Pet Program, I hated them look after a pet programs!

Any way they are all kind of in beta release as they each have some little issue with them. But i hope some one has fun with them.