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AuthorTopic: Sonic the hedgehog?  (Read 11142 times)

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Offline Rebel-CD32

Re: Sonic the hedgehog?
« Reply #15 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.
Amiga user forever.
 

Offline bbond007

Re: Sonic the hedgehog?
« Reply #16 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
« Last Edit: January 05, 2012, 07:43:40 AM by bbond007 »
 

Offline Rebel-CD32

Re: Sonic the hedgehog?
« Reply #17 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.
Amiga user forever.
 

Offline bbond007

Re: Sonic the hedgehog?
« Reply #18 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
 

Offline Mrs Beanbag

Re: Sonic the hedgehog?
« Reply #19 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.
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Offline amiman99

Re: Sonic the hedgehog?
« Reply #20 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.
A500 KS 2.1, 1MB Chip, 68000
A600 KS 3.1, 2MB Chip, ACA630 32MB RAM
A1000 KS 1.3, 8MB RAM
A1200 KS 3.1, Blizzard IV 50MHz 64MB RAM
A2000 KS 2.1, 68030 25MHz, 6MB RAM
A3000 KS 3.1, 68030 25MHz, 16MB RAM
A4000 KS 3.0, 68040 25MHz, 16MB RAM
CDTV KS 3.1, 4MB RAM
CD32
(AROS BOX) Dead :(
 

Offline Mrs Beanbag

Re: Sonic the hedgehog?
« Reply #21 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.
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Offline amiman99

Re: Sonic the hedgehog?
« Reply #22 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.
A500 KS 2.1, 1MB Chip, 68000
A600 KS 3.1, 2MB Chip, ACA630 32MB RAM
A1000 KS 1.3, 8MB RAM
A1200 KS 3.1, Blizzard IV 50MHz 64MB RAM
A2000 KS 2.1, 68030 25MHz, 6MB RAM
A3000 KS 3.1, 68030 25MHz, 16MB RAM
A4000 KS 3.0, 68040 25MHz, 16MB RAM
CDTV KS 3.1, 4MB RAM
CD32
(AROS BOX) Dead :(
 

Offline Mrs Beanbag

Re: Sonic the hedgehog?
« Reply #23 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.
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Offline bbond007

Re: Sonic the hedgehog?
« Reply #24 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
 

Offline Rebel-CD32

Re: Sonic the hedgehog?
« Reply #25 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
Amiga user forever.
 

Offline bbond007

Re: Sonic the hedgehog?
« Reply #26 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
 

Offline amiman99

Re: Sonic the hedgehog?
« Reply #27 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.
A500 KS 2.1, 1MB Chip, 68000
A600 KS 3.1, 2MB Chip, ACA630 32MB RAM
A1000 KS 1.3, 8MB RAM
A1200 KS 3.1, Blizzard IV 50MHz 64MB RAM
A2000 KS 2.1, 68030 25MHz, 6MB RAM
A3000 KS 3.1, 68030 25MHz, 16MB RAM
A4000 KS 3.0, 68040 25MHz, 16MB RAM
CDTV KS 3.1, 4MB RAM
CD32
(AROS BOX) Dead :(
 

Offline bbond007

Re: Sonic the hedgehog?
« Reply #28 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
« Last Edit: January 06, 2012, 04:28:52 AM by bbond007 »
 

Offline Mrs Beanbag

Re: Sonic the hedgehog?
« Reply #29 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.
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