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AuthorTopic: Sonic the hedgehog?  (Read 11031 times)

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Offline amiman99

Re: Sonic the hedgehog?
« Reply #75 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.
« Last Edit: January 13, 2012, 03:51:16 AM by amiman99 »
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Offline ferrellsl

Re: Sonic the hedgehog?
« Reply #76 on: January 13, 2012, 03:48:53 AM »
Very nice work Cammy!
 

Offline bbond007

Re: Sonic the hedgehog?
« Reply #77 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!
 

Offline Drummerboy

Re: Sonic the hedgehog?
« Reply #78 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!
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Offline Mrs Beanbag

Re: Sonic the hedgehog?
« Reply #79 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.
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Offline lempkee

Re: Sonic the hedgehog?
« Reply #80 on: January 13, 2012, 12:27:23 PM »
Nice work!, i don't like Sonic myself but i still think this is good stuff.
Whats up with all the hate!
 

Offline Cammy

Re: Sonic the hedgehog?
« Reply #81 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.
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Offline inoel

Re: Sonic the hedgehog?
« Reply #82 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
 

Offline amiman99

Re: Sonic the hedgehog?
« Reply #83 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?
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A3000 KS 3.1, 68030 25MHz, 16MB RAM
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Offline amiman99

Re: Sonic the hedgehog?
« Reply #84 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.
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 #85 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.
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Offline commodorejohn

Re: Sonic the hedgehog?
« Reply #86 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.)
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Offline bloodline

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Re: Sonic the hedgehog?
« Reply #87 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 :)

Offline Mrs Beanbag

Re: Sonic the hedgehog?
« Reply #88 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.
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Offline AmigaNG

Re: Sonic the hedgehog?
« Reply #89 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.
« Last Edit: January 16, 2012, 05:42:59 PM by AmigaNG »
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