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Amiga computer related discussion => Amiga Gaming => Topic started by: LaserBack on April 15, 2011, 08:58:08 AM

Title: Alien breed 3d II ported to another platform
Post by: LaserBack on April 15, 2011, 08:58:08 AM
Hi

I'm not a real coder but
it seems that on aminet there is the complete source code of the game Alien breed 3d2
so...my questions are:
is theoretically  possible port this wonderful game to windows or another platform using the source code on aminet?

if the answer is positive...why nobody done it yet?...it will be a difficult task?

thanks
Title: Re: Alien breed 3d II ported to another platform
Post by: 4pLaY on April 15, 2011, 09:02:00 AM
No its not possible, the source is tied to the Amiga hardware, plus its said that the sources are a horrible mess, wich is another reason no one has done anything with them on Amiga either. You would have to write the game from scratch, you could however re-use the gfx/music.
Title: Re: Alien breed 3d II ported to another platform
Post by: Hammer on April 15, 2011, 09:09:46 AM
Quote from: LaserBack;631770
Hi

I'm not a real coder but
it seems that on aminet there is the complete source code of the game Alien breed 3d2
so...my questions are:
is theoretically  possible port this wonderful game to windows or another platform using the source code on aminet?

if the answer is positive...why nobody done it yet?...it will be a difficult task?

thanks


There's Unreal Engine 3 based Alien Breed series....http://www.youtube.com/watch?v=DmJL8uztqWo
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 15, 2011, 09:34:05 AM
Quote from: 4pLaY;631771
No its not possible, the source is tied to the Amiga hardware, plus its said that the sources are a horrible mess, wich is another reason no one has done anything with them on Amiga either. You would have to write the game from scratch, you could however re-use the gfx/music.


thanks for the reply

what a pity that can't be ported cause this game is a real masterpiece
I though that this game could be ported and enhanced like doom-doomsday
btw,
even on the fastest amigas this game is really slow....9-10 fps on 040/40 and 060/50
the only way to play and enjoy this game at descent framerate is on winuae and a fast PC
Title: Re: Alien breed 3d II ported to another platform
Post by: alexh on April 15, 2011, 09:36:26 AM
If you have a gfx card you can try the RTG master patch which increases the speed quite a bit. The frame-rate limitation is quite tied to the Chip-RAM bus.
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 15, 2011, 10:16:34 AM
Quote from: alexh;631780
If you have a gfx card you can try the RTG master patch which increases the speed quite a bit. The frame-rate limitation is quite tied to the Chip-RAM bus.


thx for the suggestion but
I tried that rtg patch on winuae and is faster but very buggy and is darkest
the status bar is corrupted..I can't see how many amunition left energy left I can't see anything
also it crash sometimes
The new whdload install done by PSygore do not help on speed...however...now it can save keys configuration
Title: Re: Alien breed 3d II ported to another platform
Post by: fishy_fiz on April 15, 2011, 10:18:13 AM
As 4play mentioned its not easy due to the sources being both a mess, and 68k asm. Probably easier to write in more or less from scratch, or adapt it to an existing engine. The gfx and sound are available, and the sources, despite not being portable are still useful for things like enemy intelligence/attack patterns and other game nuances.
Title: Re: Alien breed 3d II ported to another platform
Post by: foleyjo on April 15, 2011, 10:24:55 AM
If someone had images of the map layouts they could probably remake it in some of the free 3d game engines out there like the Unreal editor or 3drad
Title: Re: Alien breed 3d II ported to another platform
Post by: utri007 on April 15, 2011, 10:25:11 AM
NOTE THIS :)

There is new wonderfull WHDLoad version of AB2-TKG and it is really fast. It is fully playable even with 030.
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 15, 2011, 11:14:51 AM
Quote from: foleyjo;631785
If someone had images of the map layouts they could probably remake it in some of the free 3d game engines out there like the Unreal editor or 3drad


you are right I think
someone have done the first level of alien breed 3d using quake engine or unreal engine I do not remember very well...but only the first level
I downloaded and tried and worked and deleted it....but now I can't post a link sorry cause I do not remember where
so I think the images of the maps layouts are there
Title: Re: Alien breed 3d II ported to another platform
Post by: nicholas on April 15, 2011, 11:59:16 AM
Quote from: utri007;631786
NOTE THIS :)

There is new wonderfull WHDLoad version of AB2-TKG and it is really fast. It is fully playable even with 030.


Really?

/Off to find and download it now! :D
Title: Re: Alien breed 3d II ported to another platform
Post by: alexh on April 15, 2011, 12:06:08 PM
Quote from: utri007;631786
NOTE THIS :)

There is new wonderfull WHDLoad version of AB2-TKG and it is really fast. It is fully playable even with 030.
The guy above posted this :

Quote from: LaserBack;631783
The new whdload install done by PSygore do not help on speed[in WinUAE]...however...now it can save keys configuration
Title: Re: Alien breed 3d II ported to another platform
Post by: foleyjo on April 15, 2011, 01:56:00 PM
Quote from: utri007;631786
NOTE THIS :)

There is new wonderfull WHDLoad version of AB2-TKG and it is really fast. It is fully playable even with 030.

Says I need whdload 17+ to play.

Whdload.de only has 16.9 ??

never mind just seen it in the older/beta section
Title: Re: Alien breed 3d II ported to another platform
Post by: Louis Dias on April 15, 2011, 02:16:03 PM
Quote from: alexh;631780
If you have a gfx card you can try the RTG master patch which increases the speed quite a bit. The frame-rate limitation is quite tied to the Chip-RAM bus.

It should fly on ReplayArcade and Natami then...
Title: Re: Alien breed 3d II ported to another platform
Post by: runequester on April 15, 2011, 03:10:06 PM
Actually, it runs pretty good on my 030/56. Probably because of better RAM than old cards.

However, it only runs like half the time, so eh. Buggy code
Title: Re: Alien breed 3d II ported to another platform
Post by: Khephren on April 15, 2011, 03:58:02 PM
Quote from: lou_dias;631823
It should fly on ReplayArcade and Natami then...


Doubt it, it doesn't scale very well.
Title: Re: Alien breed 3d II ported to another platform
Post by: alexh on April 15, 2011, 05:26:05 PM
Quote from: Khephren;631843
Quote from: lou_dias;631823
Quote from: alexh;631780
If you have a gfx card you can try the RTG master patch which increases the speed quite a bit. The frame-rate limitation is quite tied to the Chip-RAM bus.

It should fly on ReplayArcade and Natami then...

Doubt it, it doesn't scale very well.

CPU yes but change the chip RAM bus and AGA timings and it will fly.

Should be possible to do the same with WinUAE by playing with the chipset timing slider.
Title: Re: Alien breed 3d II ported to another platform
Post by: Khephren on April 15, 2011, 05:37:19 PM
how fast have you managed to get it going?
Title: Re: Alien breed 3d II ported to another platform
Post by: fishy_fiz on April 15, 2011, 06:16:38 PM
I was doing some youtube browsing and found this video of the 2meg version of AB3d2:
http://www.youtube.com/watch?v=0CsOY-wP_QM

It looks better than Id remembered (mostly played 4 meg version). Near as I can tell its the same as 4 meg version, but with roof and floors removed, and at 2x2 pixel resolution.
Seems to move at a decent speed too.
Anyone played much of the 2meg version to be able to elaborate on the differences please ?
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 15, 2011, 06:34:50 PM
Quote from: fishy_fiz;631858
I was doing some youtube browsing and found this video of the 2meg version of AB3d2:
http://www.youtube.com/watch?v=0CsOY-wP_QM

It looks better than Id remembered (mostly played 4 meg version). Near as I can tell its the same as 4 meg version, but with roof and floors removed, and at 2x2 pixel resolution.
Seems to move at a decent speed too.
Anyone played much of the 2meg version to be able to elaborate on the differences please ?


the 2mb version also is easy when compared to the 4mb version
there are less enemies...
check this text from gamefaqs

********

If you think the game is to hard on you, you can play the 2MB version! Ok,
it might not be quite as good looking as the 4MB, but it's easier; First of
all the cool lightning effects disappear and the floors turn into one color
and everything gets lighter. All this makes it easier to see what's in front
of you! The best thing though, is that the gray and the green robots are
exchanged with only one type of robot; the blue (and easy) robots! This will
make the game a lot easier! The red robots with the assault rifles are still
there though
Title: Re: Alien breed 3d II ported to another platform
Post by: alexh on April 15, 2011, 07:52:30 PM
Quote from: Khephren;631854
how fast have you managed to get it going?
The CPU and CHIPSET slider doesn't work how I thought it might. It is unusable for this game.

Standard A1200 config.
030 without JIT or FPU
Fastest possible CPU but maintain chipset timing
Instant Blitter

I get 19fps in full screen (press numeric enter) at 1:1 (as reported by the game, WHDLoad tool type CONFIG2=1)

Looks about this speed :

http://www.youtube.com/watch?v=6nY8nNNNBfE
Title: Re: Alien breed 3d II ported to another platform
Post by: paul1981 on April 15, 2011, 09:06:39 PM
I have a question about this game...

How many levels have outdoor sections?  The first AB3D had a few from what I remember and I liked that.  I do have AB3DII TKG but I never got past the first level, and from videos on youtube it all looks to be dark and indoors, which I think is a shame.  Suppose I need to give it another blast!! (and perhaps get onto level 2!)
Title: Re: Alien breed 3d II ported to another platform
Post by: Karlos on April 15, 2011, 09:07:56 PM
Quote from: paul1981;631879
I have a question about this game...

How many levels have outdoor sections?  The first AB3D had a few from what I remember and I liked that.  I do have AB3DII TKG but I never got past the first level, and from videos on youtube it all looks to be dark and indoors, which I think is a shame.  Suppose I need to give it another blast!! (and perhaps get onto level 2!)


Level J (IIRC) teleports you down to the surface.
Title: Re: Alien breed 3d II ported to another platform
Post by: Khephren on April 16, 2011, 12:20:37 PM
Quote from: alexh;631869
The CPU and CHIPSET slider doesn't work how I thought it might. It is unusable for this game.

Standard A1200 config.
030 without JIT or FPU
Fastest possible CPU but maintain chipset timing
Instant Blitter

I get 19fps in full screen (press numeric enter) at 1:1 (as reported by the game, WHDLoad tool type CONFIG2=1)

Looks about this speed :

http://www.youtube.com/watch?v=6nY8nNNNBfE


quite playable, but not great.
It's a real shame the code is such a mess, a lot of other 3D games on the Amiga scale quite well. I guess if it could have been fixed, it would have been by now.

I always thought it was a great feat of coding though: some 3D enemies,3D weapons, hundreds of colours, full 3D view, I think it even has some pulsing vertex colours at some points. Not bad to get all that on an 030. It many ways it was more advanced than doom.
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 16, 2011, 09:59:35 PM
btw

Alien breed 3d2 is a cpu intensive game
ram speed or any other trick will not help in any way
I reach about 30-40 fps on my PC (phenom II x2 555 3.2ghz) full screen
that's smooth....not perfect like if reached constant 50fps
but I calculate you need a pc with a 5 ghz processor to reach 50fps
and of course the best way to play this wonderful game is winuae and a fast pc
Title: Re: Alien breed 3d II ported to another platform
Post by: alexh on April 17, 2011, 12:43:59 AM
Quote from: LaserBack;632064
Alien breed 3d2 is a cpu intensive game
ram speed or any other trick will not help in any way
You sure? If it was just that then I thought I'd get a better frame rate than I do in WinUAE? I have a fast PC.

Quote from: LaserBack;632064
I reach about 30-40 fps on my PC (phenom II x2 555 3.2ghz) full screen that's smooth....not perfect like if reached constant 50fps
Where does that number come from? Is that the FPS counter built into the WHDload version of the game?

My CPU is rated much higher (6738) than yours (1977) in passmark and I don't get that (unless I am close to a wall).
Title: Re: Alien breed 3d II ported to another platform
Post by: runequester on April 17, 2011, 02:25:51 AM
Quote from: LaserBack;632064
btw

Alien breed 3d2 is a cpu intensive game
ram speed or any other trick will not help in any way
I reach about 30-40 fps on my PC (phenom II x2 555 3.2ghz) full screen
that's smooth....not perfect like if reached constant 50fps
but I calculate you need a pc with a 5 ghz processor to reach 50fps
and of course the best way to play this wonderful game is winuae and a fast pc


Are you sure about the RAM speed? Reason I ask is I've seen footage of the game on an 030 and it crawled, but on mine its quite playable.

It IS well suited for UAE though :)
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 17, 2011, 03:44:26 AM
Quote from: alexh;632073
You sure? If it was just that then I thought I'd get a better frame rate than I do in WinUAE? I have a fast PC.


Where does that number come from? Is that the FPS counter built into the WHDload version of the game?

My CPU is rated much higher (6738) than yours (1977) in passmark and I don't get that (unless I am close to a wall).


I'm sure I  not lie I can post screenshots if you are interested
the maximum I get is 41 fps and the minimum is 28...but generally 34-36 fps
full screen maximum detail 4mb version
tested using fps counter built in the original tkg turbo patch
http://aminet.net/game/patch/TKGTurboPatch.lha
**********
use winuae 1.6.0
Disable any screen filter....set to none
on automatic scaling...set to automatic scaling and adjust screen position
I use on winuae a resolution of 1152x864....line mode=double...resolution= hi res (normal)
if you use a lower resolution like 800x600 or you low those parametrs the game will run even fastest

btw, passmark is a big joke
Title: Re: Alien breed 3d II ported to another platform
Post by: alexh on April 17, 2011, 07:55:05 AM
Are you sure you're in 1:1 full screen mode? I can get higher frame rates if I don't use 1:1 full screen mode.

Once the game starts you need to press ENTER on the numeric keypad and press () on numeric keypad (which you have to specially MAP in WinUAE) to switch between 1:1 1:2 2:2 modes

I'm using a MUCH later version of WinUAE so I'll try 1.6.0

[Edit: Hmmm cannot seem to get ENTER on the numeric keypad to work on 1.6.0]

BTW: Instead of saying "benchmark x is a big joke" why not recommend something else?
Title: Re: Alien breed 3d II ported to another platform
Post by: warpdesign on April 17, 2011, 09:24:34 AM
It may be more advanced than Doom in some aspects (certainly not better than Quake which was released the very same year btw), what's makes Doom what it is is gameplay/gamedesign and fun... And this lacks in most Amiga 3D games of the time...

The day Doom made it to the Amiga, I never launched again Amiga-specific clones: it felt so much better to play...
Title: Re: Alien breed 3d II ported to another platform
Post by: Karlos on April 17, 2011, 01:03:53 PM
I preferred the tense "sudden death" atmosphere that pervaded the AlienBreed-derived "doom clones" to doom itself, though the Doom games were enormous fun regardless.

It's a shame the sourcecode for AB3D2 wasn't a bit cleaner. I can't criticise Andy Clitheroe too harshly over it, he was pretty much working on the engine single-handedly.

As I discovered one summer, some of the editors were a bigger challenge than the game itself :D The object and animation editors were particularly fussy, but nevertheless I managed to make a custom mod:

http://www.amiga.org/gallery/images/810/1_montage1_256.png
http://www.amiga.org/gallery/images/810/1_montage2_256.png

Building the custom weapon models and animations was fiddly. Unfortunately, the animation just uses a set number of frames, so on faster machines (read emulation), the animation becomes far too fast: for example, it's hard to see the grenade clip rotating as the launcher recoils. Pity the engine doesn't have built in tweening but what can you do?
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 17, 2011, 08:46:58 PM
Quote from: alexh;632094
Are you sure you're in 1:1 full screen mode? I can get higher frame rates if I don't use 1:1 full screen mode.

Once the game starts you need to press ENTER on the numeric keypad and press () on numeric keypad (which you have to specially MAP in WinUAE) to switch between 1:1 1:2 2:2 modes

I'm using a MUCH later version of WinUAE so I'll try 1.6.0

[Edit: Hmmm cannot seem to get ENTER on the numeric keypad to work on 1.6.0]

BTW: Instead of saying "benchmark x is a big joke" why not recommend something else?



what kind of keyboard are you using?
maybe you are doing something wrong or you have an old winuae config which is wrong or is in conflict
I do not need to config anything on winuae for numeric ENTER to work
btw, tested again and the minimum fps I get is 20 sometimes when there enemies shooting
Title: Re: Alien breed 3d II ported to another platform
Post by: alexh on April 17, 2011, 08:57:10 PM
USB. Numeric ENTER works fine for me in the newer version of WinUAE, doesn't want to work in 1.6.0 but it doesn't matter.

() numeric keys (to change modes) are not mapped in either version of WinUAE
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 18, 2011, 04:41:49 AM
Quote from: alexh;632193
USB. Numeric ENTER works fine for me in the newer version of WinUAE, doesn't want to work in 1.6.0 but it doesn't matter.

() numeric keys (to change modes) are not mapped in either version of WinUAE


I can imagine now why numeric ENTER not works there
it seems you have not a joystick connected
if there are no joy by default winuae maps numeric keys and numeric ENTER as amiga joystick
connect a joystick or change config on port 1 to none
Title: Re: Alien breed 3d II ported to another platform
Post by: Abu the monkey on April 18, 2011, 01:36:19 PM
just so you know, the Alienbreed3d convert to Quake, or "Qbreed" is an on going project I am working on in my spare time (what little i have). the current download on aminet contains the maps for level A and B (B does not have proper lighting) and can be found in game/data

Regards

Abu
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on April 19, 2011, 08:50:25 AM
Quote from: Abu the monkey;632278
just so you know, the Alienbreed3d convert to Quake, or "Qbreed" is an on going project I am working on in my spare time (what little i have). the current download on aminet contains the maps for level A and B (B does not have proper lighting) and can be found in game/data

Regards

Abu


ah good work !!
I mentioned on a previous post in this thread about qBreed
however I could not post a link because I did not remember where I got that
btw, it is possible convert the full game AB3D2 to the quake engine?
Title: Re: Alien breed 3d II ported to another platform
Post by: Abu the monkey on April 19, 2011, 05:19:24 PM
John Grivin wrote the level converter I am using, they do not support the AB3dII level format out of the box, but, I do have the source code for them and may take a look, if I get the time.

Regards,

Abu
Title: Re: Alien breed 3d II ported to another platform
Post by: Alpyre on September 13, 2016, 08:23:15 PM
And somebody does this: :insane:

http://forum.zdoom.org/viewtopic.php?t=49786

(https://aeronextedit.files.wordpress.com/2015/11/ab3dtkg_prv02.png)
Title: Re: Alien breed 3d II ported to another platform
Post by: klx300r on September 13, 2016, 09:48:16 PM
@ Alpyre

so when can we play it on our miggies:hammer:
Title: Re: Alien breed 3d II ported to another platform
Post by: ferrellsl on September 13, 2016, 10:40:29 PM
While AB3DII might be a fine example of an FPS for the Amiga, the constant foot-step sounds quickly becomes a form of Chinese water torture.  Is there any way to turn off that sound?
Title: Re: Alien breed 3d II ported to another platform
Post by: paul1981 on September 13, 2016, 11:50:20 PM
Can't say it's ever bothered me before. It's my favourite Amiga game too. It drips with atmosphere.
Title: Re: Alien breed 3d II ported to another platform
Post by: psxphill on September 14, 2016, 08:13:05 AM
Quote from: 4pLaY;631771
No its not possible, the source is tied to the Amiga hardware, plus its said that the sources are a horrible mess, wich is another reason no one has done anything with them on Amiga either. You would have to write the game from scratch, you could however re-use the gfx/music.

If it was worth putting the effort in then someone could port it. Automatic translation of the 68000 into C would make it even more of a mess, but hacking out the amiga specific parts would not be that hard.

If someone paid me to do a 1:1 iPhone port for example then that is how I'd do it.
Title: Re: Alien breed 3d II ported to another platform
Post by: utri007 on September 14, 2016, 10:22:56 AM
Quote from: psxphill;813888
If it was worth putting the effort in then someone could port it. Automatic translation of the 68000 into C would make it even more of a mess, but hacking out the amiga specific parts would not be that hard.

If someone paid me to do a 1:1 iPhone port for example then that is how I'd do it.


Somebody should pay so attention to RTG patch of it.
Title: Re: Alien breed 3d II ported to another platform
Post by: Alpyre on September 14, 2016, 08:46:40 PM
Quote from: ferrellsl;813877
While AB3DII might be a fine example of an FPS for the Amiga, the constant foot-step sounds quickly becomes a form of Chinese water torture.  Is there any way to turn off that sound?


The backing music which was just a synth bass hit echoing on the same unchanging note was quite boring as well. It's best to turn off the speaker completely.  :)
Title: Re: Alien breed 3d II ported to another platform
Post by: LaserBack on September 27, 2016, 08:29:37 AM
I done this thread in 2011 but now I think that this game don't need to be ported because in winuae is really fast
on my core I5 I get 39 fps constant at full screen+ gfx high detail
 is really smooth, it will not do more because the game is blocked at 39fps, something like the original Doom who was blocked at 35fps

I'm using a special whload version 1.2A by psygore that was never published on whdload site

The game can be played now using ASDW keys+ mouse ( like a pc first person shooter)
in the screenshot you can see is working at 39 fps
if anyone is interested I will upload it a small video of this game running to see how smooth is,just tell me

(http://i64.tinypic.com/2ag97v6.jpg)
Title: Re: Alien breed 3d II ported to another platform
Post by: AmigaOldskooler on September 27, 2016, 12:27:49 PM
Quote from: LaserBack;814477
I done this thread in 2011 but now I think that this game don't need to be ported because in winuae is really fast
on my core I5 I get 39 fps constant at full screen+ gfx high detail
 is really smooth, it will not do more because the game is blocked at 39fps, something like the original Doom who was blocked at 35fps

I'm using a special whload version 1.2A by psygore that was never published on whdload site

The game can be played now using ASDW keys+ mouse ( like a pc first person shooter)
in the screenshot you can see is working at 39 fps
if anyone is interested I will upload it a small video of this game running to see how smooth is,just tell me

(http://i64.tinypic.com/2ag97v6.jpg)


I'm interested in seeing a video of it. :) Thanks for sharing! I never had a powerful enough Amiga to run ABD3DII back then. It did not work very well on a 030 setup.
Title: Re: Alien breed 3d II ported to another platform
Post by: eXeler0 on November 18, 2023, 11:03:08 AM
It may be a zombie thread, but I think it should be updated with the info about how user "pipper" through hard work actually got the messy ssource code for TKG compilable again. It's already been a while by the time of this post, but thread on EAB is here:
https://eab.abime.net/showthread.php?t=111090&highlight=pipper