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Author Topic: AGA 060 Demos  (Read 5078 times)

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Offline AmigaClassicRule

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Re: AGA 060 Demos
« on: November 06, 2013, 03:47:40 PM »
Quote from: cunnpole;751975
Nice vids, makes me want an 060, but that'll be a long wait. Any chance you can feed the audio into your camera directly? It sounds a bit distorted


I was wondering...if the A1200 with 68060 say...can produce such great demo effects here is couple of questions that comes to my mind:

  1) Why not future games developed for the Amiga system classic have game introduction, ending and in-game video using the demo style to produce quality cut scenes for introduction cut scene, in game cut scene and ending cut scene that match bar with quality cut scene produced by PS 1 or even P2?

  2) Be able to make an entire, interactive game, 3D quality game that match that of PS 1 or PS 2 using the demo system. As such we may have say half-life, counterstrike like games, 3D and everything run on a 68k based Amiga using AGA custom chipset.  Do not tell me it cannot be done! If it can run demos like that...it can be done! Heck...we can even have light shading, weather effect, night/day effect, and even have online support on those FPS games with a story and plot line.

 3) Please do not tell me that I should do it....if I opened the topic..believe me...I am learning programming..now I am starting with simple games such as Dot, tic-tac-toe, etc...and hopefully growing bigger to making simple platform game, scroll screening, and going up to more complex game. I am say level 0, gaining experience in hopes to be level 1000 for example...so...I am at least putting the effort to learn the ropes and make games. But I am saying for those already like level 700 or level 800 in programming language and making games for Amiga classic and even the people who are actually doing the demos...why not join forces and make new Amiga games that push the hardway BEYOND the limit of it's capacity.
 

Offline AmigaClassicRule

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Re: AGA 060 Demos
« Reply #1 on: November 06, 2013, 04:46:15 PM »
Quote from: SamuraiCrow;751990
@AmigaClassicRule

I'm kicking around the idea of doing some chipset-specific effects but then putting them in shared libraries as AROS 68k extensions and coming out with RTG equivalents for cross compatibility using brute-force techniques.  I don't have the manpower to accomplish all of my goals though.  Would you mind helping me out?

Here are some of my project goals:
sprites.library: A library that will stack sprites horizontally and vertically to make bigger sprites.  Also planned is interlace support for the sprite hardware via custom Copper-list generation.

tiles.library: A library that implements the tile-scrolling effect in such a way that it will integrate with the OS using custom viewport generation.  This is based on the algorithm of ScrollingTrick on Aminet.

copperfx.library:  A library that will replace the MrgCop subroutine in graphics.library with something more robust.  Among the effects needed are changing bitplanes while the screen display is using them.  There will need to be a different version of this library for each chipset speed as a result of timing differences.  It will supply needed support for the first two libraries.

Sorry...I am level 0 in programming...I need to start from ground zero and make a tic tac toe game and going all the way up...I have not managed to do a successfull dot game on AMOS yet...so I am thinking of migrating the game development to BlitzBasic. If I can finish my first project Dot on Blitz Basic 2...then I can go to my next project until I make very complex games...maybe in the future....I will be of help for you. But I need to release enormous quantity of projects to the community such as enormous quantities of new games and applications before I am confident enough to tackle any advanced programming level skills on library and doing complex algorithm and tricks and chipsets and sprites.
« Last Edit: November 06, 2013, 05:03:28 PM by AmigaClassicRule »