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Offline LoadWB

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Re: Angry Birds 68k
« Reply #14 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.

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Offline Iggy

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Re: Angry Birds 68k
« Reply #15 on: April 20, 2013, 02:27:29 AM »
I keep a Genesis and a 32X adapter around because I still like the platform.
Probably the last relatively simple piece of gaming hardware.
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Offline Iggy

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Re: Angry Birds 68k
« Reply #16 on: April 20, 2013, 03:24:44 AM »
I'd love to see an Amiga version of this, particularly if the source code was available.
NG versions could be created with the necessary horsepower to properly render the physics.
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Offline Thorham

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Re: Angry Birds 68k
« Reply #17 on: April 20, 2013, 03:50:22 AM »
Quote from: Iggy;732403
NG versions could be created with the necessary horsepower to properly render the physics.

I wonder if this is really all that heavy :confused:
 

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Re: Angry Birds 68k
« Reply #18 on: April 20, 2013, 04:13:04 AM »
Quote from: Oldsmobile_Mike;732383

My favorite game of that type was always "Scorched Tanks".  I remember playing that once with a friend right through a hurricane, we were in the basement and I had a battery backup on my Amiga, didn't even notice the power had gone out till my mom called down the stairs for me.  Ah, good old days!  ;)

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Offline mihcael

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Re: Angry Birds 68k
« Reply #19 on: April 20, 2013, 09:17:00 AM »
Quote from: Thorham;732404
I wonder if this is really all that heavy :confused:


i wonder the same, Novacoders comment questioning the physics requirements surprised me.

Moving graphics has to be more demanding then predicting where to move them. I think the MD version is limited only by the coders ability (no offence) or time applied.

Offline itix

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Re: Angry Birds 68k
« Reply #20 on: April 20, 2013, 09:42:15 AM »
Quote from: Matt_H;732371
The graphics and sound are cute, but the physics are in dire need of work. I'd expect this from an 8-bit machine, but a 16-bit one - especially the MegaDrive, let alone the Amiga - is capable of so much more.


I am not so sure. It is just Motorola 68000 at 7.67 MHz.
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Offline Nitro

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Re: Angry Birds 68k
« Reply #21 on: April 20, 2013, 12:30:34 PM »
I just tried the game on my BLAZE Sega Megadrive portable.  Gameplay and sound is good, but graphics are a little scrambled, I expected that, not all roms work perfect on the console.  I'd like to try it on a Sega MegaCD or dare I say Amiga CD32.
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Offline psxphill

Re: Angry Birds 68k
« Reply #22 on: April 20, 2013, 01:20:30 PM »
Quote from: mihcael;732411
i wonder the same, Novacoders comment questioning the physics requirements surprised me.
 
Moving graphics has to be more demanding then predicting where to move them. I think the MD version is limited only by the coders ability (no offence) or time applied.

Mega drive is tile based & all the rotated graphics would have to be pre-rendered. So moving them is not a problem at all.
 
Realistic physics calculations are very complicated. You might have a disorganised structure that is barely able to support itself and then something light falls onto it and it will collapse. When objects touch you have to calculate the amount of force and the direction of it, but there may or may not be an opposing force that stops it from moving. Imagine you have a tall object and then a short object, if something is moving horizontally and hits the top of the tall object then the tall object will start spinning as the bottom can't move & it will also alter the trajectory of the horizontally moving object.
 
I believe he could fake something better than what is there now, I don't expect to get anything like the original.
« Last Edit: April 20, 2013, 01:28:07 PM by psxphill »
 

Offline LoadWB

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Re: Angry Birds 68k
« Reply #23 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 bbond007

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Re: Angry Birds 68k
« Reply #24 on: April 20, 2013, 05:43:28 PM »
Quote from: NovaCoder;732389
The whole point of Angry birds is it's physics, without it you are left with something like this.

Good effort on the MD but the machine obviously doesn't have the power for an accurate port of this game.


The engine this is using is something similar to a block-out or Tetris engine where as Angry Birds uses box2D.

I would think that box2D or chipmunk would be too extensive for the 68000 but could be doable on an 060...
 

Offline Matt_H

Re: Angry Birds 68k
« Reply #25 on: April 20, 2013, 05:45:04 PM »
Quote from: itix;732413
I am not so sure. It is just Motorola 68000 at 7.67 MHz.


The physics of the Mega Drive Sonic games show what the hardware is capable of.

And I'll use the Amiga classic Megaball as another example. The angle at which the ball launches is calculated based on where it impacts the paddle. Add some velocity and weight calculations checked against, say, a resistance value for the blocks and I think the physics of Mega Drive Angry Birds would be much improved. Perfect match to the "real" version? Of course not, but I don't think it's fair to say that no improvement is possible over what we see in this alpha demo.
 

Offline espskog

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Re: Angry Birds 68k
« Reply #26 on: April 20, 2013, 07:38:00 PM »
Quote from: gaula92;732376
Hahaha! I remember this one: gorilla.bas, or simply "el gorilabás", as we called it here in spain. That game was on every PC on my school, and that was what mots people thought computer games where. Good thing I had the Amiga at home :D


Yep - this is a QuickBasic program which came with DOS afaik and should be ultra easy to port to amig basic aswell :)
 

Offline warpdesign

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Re: Angry Birds 68k
« Reply #27 on: April 20, 2013, 09:14:48 PM »
Quote

How powerful is my Sony Ericsson K790 or C905 compared to the Amiga?

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...
 

Offline LoadWB

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Re: Angry Birds 68k
« Reply #28 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.
 

Offline psxphill

Re: Angry Birds 68k
« Reply #29 from previous page: April 21, 2013, 05:09:16 AM »
Quote from: Matt_H;732440
The physics of the Mega Drive Sonic games show what the hardware is capable of.

Where is the physics in the Sonic games?