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Offline BSziliTopic starter

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Catagon
« on: September 05, 2014, 08:50:59 PM »
Greetings lords and ladies!

I have decided to venture into the classic realm, and make my own Amiga game: Catagon. It's a clone of a LoadStar game called Paragon, originally created by Nick Peck for the C64. SoftDisk later released few different remakes (two for DOS, one for Windows 3.1). I started writing an Amiga version from scratch. This is hack job is the result of a week of work:


Here's an early gameplay video: https://www.youtube.com/watch?v=rCaE9xhvqv8

Description:
- clone of the C64/DOS/Win 3.x game Paragon
- written in system friendly C
- runs well even on an unexpanded A500 with KS 1.2
- 640x256 PAL, 16 color graphics
This is just like television, only you can see much further.
 

Offline carvedeye

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Re: Catagon
« Reply #1 on: September 05, 2014, 09:42:56 PM »
looks awesome keep it up the good work :)
A1200T: M1230XA 50Mhz 68030 w/64mb,DVDRom, 80gb hdd, Realtek LAN Card, Mediator LT4 + Radeon 9250 128mb(used for fast ram), Spider USB Card, Voodoo 3 3000 OS 3.9 +bb 1-3
 

Offline BSziliTopic starter

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Re: Catagon
« Reply #2 on: September 11, 2014, 09:15:14 AM »
Here's a new screenshot, featuring a vastly improved player sprite:


The items and other converted tiles are also gradually being redrawn. There have been a lot of changes under the hood, mostly speed improvements. This video shows off the level change, when all the items are picked up:
https://www.youtube.com/watch?v=-laIXIXnpsg
This is just like television, only you can see much further.
 

Offline Oldsmobile_Mike

Re: Catagon
« Reply #3 on: September 11, 2014, 08:04:12 PM »
Looking good! :D
Amiga 500: 2MB Chip|16MB Fast|30MHz 68030+68882|3.9|Indivision ECS|GVP A500HD+|Mechware card reader + 8GB CF|Cocolino|SCSI DVD-RAM
Amiga 2000: 2MB Chip|136MB Fast|50MHz 68060|3.9|Indivision ECS + GVP Spectrum|Mechware card reader + 8GB CF|AD516|X-Surf 100|RapidRoad|Cocolino|SCSI CD-RW
 Amiga videos and other misc. stuff at https://www.youtube.com/CompTechMike/videos
 

Offline klx300r

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Re: Catagon
« Reply #4 on: September 11, 2014, 08:33:53 PM »
@ BSzili

if you need some testing done on an Amiga 1000 let me know:)
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Offline BSziliTopic starter

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Re: Catagon
« Reply #5 on: September 11, 2014, 08:56:59 PM »
I just tried it on my A500, and it was a bit slower than expected. I probably went a bit overboard with all the function calls. After I sorted this out, I'll I'm going to release a test version :)
This is just like television, only you can see much further.
 

Offline BSziliTopic starter

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Re: Catagon
« Reply #6 on: September 14, 2014, 04:48:11 PM »
The first demo is here! I added a lot of features in a rush (animated slime, status bar, joystick support, music playback, etc.), so there could be some performance problems. There's currently no way to save your progress or your score, and the collision detection is still not perfect. These problems will be solved in the future, I just wanted to put the game out there, so people can test it. Huge thanks to saimon69 for the music. Without further delay, here's the disk image:
http://bszili.morphos.me/stuff/catagon_demo.adf
This is just like television, only you can see much further.
 

Offline BSziliTopic starter

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Re: Catagon
« Reply #7 on: September 20, 2014, 12:04:56 PM »
It turns out that all the problems (jerkiness, attached sprites falling apart, etc) were caused by ptreplay.library. It pains me, but I had to disable the music for the time being. If anyone knows any other solution to play ProTracker music, I'm all ears.
In the meantime I noticed a news item about my game on www.amiga68k.de. It has been subsequently picked up by many Amiga sites :) Too bad they decided to use the oldest screenshot available, which does not represent the current state of the game. Oh well, it's nice to have some publicity anyway. Here's a new screenshot showing off the status bar, and more redrawn items:
This is just like television, only you can see much further.
 

Offline lionstorm

Re: Catagon
« Reply #8 on: September 20, 2014, 08:59:48 PM »
so whats the aim of the game ? I never owned a C64 (started with A500) so dont know this game at all !
 

Offline BSziliTopic starter

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Re: Catagon
« Reply #9 on: September 20, 2014, 09:11:56 PM »
Your goal is to collect all of the items on the level. Gameplay-wise it's pretty simple, it's all about jumping off the rails at the right place and time. Well, it's easier said than done :)
This is just like television, only you can see much further.
 

Offline lionstorm

Re: Catagon
« Reply #10 on: September 21, 2014, 09:21:17 PM »
ah ok thanks for the reply and good luck for chasing the bugs !
 

Offline Leffmann

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Re: Catagon
« Reply #11 on: September 23, 2014, 02:29:14 PM »
Quote from: BSzili;773469
It turns out that all the problems (jerkiness, attached sprites falling apart, etc) were caused by ptreplay.library. It pains me, but I had to disable the music for the time being. If anyone knows any other solution to play ProTracker music, I'm all ears.


It's difficult to say what the cause is, but it sounds like the ptreplay.library is eating up too much CPU time. Have you tried The Player 6.1? It's very time-efficient, and it performs some compression on the module to save a bit of RAM as well.
 

Offline Thorham

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Re: Catagon
« Reply #12 on: September 23, 2014, 03:17:21 PM »
Very cool :) But you've got to do something about that ugly mouse pointer :lol:
 

Offline BSziliTopic starter

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Re: Catagon
« Reply #13 on: September 23, 2014, 05:51:16 PM »
Quote from: Leffmann;773739
It's difficult to say what the cause is, but it sounds like the ptreplay.library is eating up too much CPU time. Have you tried The Player 6.1? It's very time-efficient, and it performs some compression on the module to save a bit of RAM as well.
The player interrupt definitely uses up too much CPU time. A better protracker replayer would solve the problem too, but they are all written in assembler, so it takes some effort to glue them to C code.

Quote from: Thorham;773742
Very cool :) But you've got to do something about that ugly mouse pointer :lol:
You don't like the psychedelic colors? :) I'll rearrange palette of the player sprite a bit, so the pointer will look normal. It doesn't use all the 15 colors anyway.
This is just like television, only you can see much further.
 

Offline Leffmann

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Re: Catagon
« Reply #14 on: September 23, 2014, 07:42:06 PM »
Quote from: BSzili;773745
The player interrupt definitely uses up too much CPU time. A better protracker replayer would solve the problem too, but they are all written in assembler, so it takes some effort to glue them to C code.


If you're writing it in C then it's just a few lines of code to fix that actually. Let me write up an example.

EDIT:

https://dl.dropboxusercontent.com/u/8177628/p61.zip

Just link with p61.o and use it f.ex. like this:
Code: [Select]
#include <proto/dos.h>

extern char module[];
extern char samples[];
extern int P61_Init(void*, void*);
extern void P61_End();

int main()
{
  if (P61_Init(module, samples) == 0)
  {
    Delay(10*50);
    P61_End();
  }

  return 0;
}
« Last Edit: September 23, 2014, 07:59:56 PM by Leffmann »