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Author Topic: Angry Birds 68k  (Read 7245 times)

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Offline LoadWB

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Re: Angry Birds 68k
« on: April 19, 2013, 05:46:36 PM »
Can't read Russian and I apparently can't intuitively follow the prompts.  Any help?
 

Offline LoadWB

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Re: Angry Birds 68k
« Reply #1 on: April 20, 2013, 01:49:21 AM »
Quote from: NovaCoder;732389
Good effort on the MD but the machine obviously doesn't have the power for an accurate port of this game.


Ehhhh, I don't know about that.  I've seen some pretty impressive physics engines on these older machines.  The Genesis (MegaDrive) also has a secondary processor (the Z80) which is normally used for sound processing, but can easily be used to help give the 68000 a little extra elbow room for processing, if needed.

@nicholas: thanks for the link.  Google translator wouldn't allow the captcha to render for me, for some reason.
 

Offline LoadWB

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Re: Angry Birds 68k
« Reply #2 on: April 20, 2013, 04:58:31 PM »
Quote from: itix;732413
I am not so sure. It is just Motorola 68000 at 7.67 MHz.

How powerful is my Sony Ericsson K790 or C905 compared to the Amiga?  I have a misappropriated Nokia version of Angry Birds running on them.

Anyway, I'm going to take a stab at this and probably be thoroughly decimated in the process.

Each object has its own physics, relationships to other objects and the ground.  As such, each object would have to know various things about itself, including (but not limited to) orientation, center of gravity, velocity, damage, and proximity to other objects around it, and make movement calculations accordingly.  It would need to know when it touches other objects and tell them they've been touched (or untouched, for that matter) and with what velocity.  Objects would also have to be able to render themselves.  This works both ways when two or more touching objects are in motion as they'll be some good discussion between them on which way they're all going.  Objects sitting on other objects, but otherwise stationary, would need to know they don't need to tell other objects they've been touched, just that they are touched and have added a certain amount of potential to them, on down the line.

It's a bit more complicated than that, of course.  From my perspective, I would approach this by making each object its own "task," each communicating with the other only when necessary to discuss their touched, untouched, or confirm touching disposition.  I would suspect a good mutli-tasking engine should handle this quite well, though I would expect certain slow downs (for instance, even though they are fairly simple and don't know about each other, 92 lost rings in Sonic the Hedgehog would bring the game to a near stop.)

That sound even close?  Anyway, it's been an idea I've toyed around with for a while for an 8-bit system but have not had the time to start anything more than pseudo-code.
« Last Edit: April 20, 2013, 05:00:39 PM by LoadWB »
 

Offline LoadWB

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Re: Angry Birds 68k
« Reply #3 on: April 20, 2013, 11:19:33 PM »
Quote from: warpdesign;732449
How does it compare ?
Well, this phone comes with a full 8Mo 3D chip from ATI, has 64 Mb memory and an unknown ARM processor which probably runs way faster than any 68k...

Any crap phone released today is probably a lot faster than any 68k Amiga...

I'll give you the last point, but the K790 was released in 2005.  The 3D processor would be largely irrelevant as it's hardly ever used, and the ARM processor is largely irrelevant given the nature of Java Platform.  I believe it's a 137MHz ARM running a Java byte-code interpreter.