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PosterThread
BigGun 
New AMIGA game 68k
Posted on 5-Mar-2008 12:24:01
#1 ]
Regular Member
Joined: 8-Aug-2005
Posts: 438
From: Germany (Black Forest)

Hi,
here are some early screenshots of a new AMIGA OS flight game, I started work on.











Game Status:
-------------------
Alpha

Requirements:
--------------------
OS: OS 3
CPU: 68060
Mem: 128 MB
Disk: 700 MB on HD
GFX: SuperAGA Blitter (Natami)

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AmiKit 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 12:26:01
#2 ]
Super Member
Joined: 18-Jul-2004
Posts: 1139
From: Europe

@BigGun

Does it work on WinUAE (GFX:Picasso96) ?

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BigGun 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 12:54:24
#3 ]
Regular Member
Joined: 8-Aug-2005
Posts: 438
From: Germany (Black Forest)

@AmiKit

The texture mapper of SuperAGA (Natami) is a requirement.
Without it the game will be very slow on UAE.

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tiffers 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 12:56:51
#4 ]
Regular Member
Joined: 7-Jun-2007
Posts: 349
From: Perth, Western Australia

@BigGun

But but but... natami is a SINGLE prototype isn't it? How is it you are developing for it already?

tiffers

Last edited by tiffers on 05-Mar-2008 at 12:57 PM.

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hardwired 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 13:00:53
#5 ]
Regular Member
Joined: 15-Mar-2007
Posts: 106
From: Portugal - Gaia

@BigGun

"Disk: 700 MB on HD" ? For an alpha project it sure seems to hungry for disk space or ambitious in its goals...

GFX: I suppose you've tried on the Natami. Assuming so:
- Why the window approach? System friendly programming can be done on screens!... (Also should probably faster... )
- Is this some type of VOXEL routine you're working on? Or something different?
- How does it performs and what is the final (if ever there) performance intended?

Also:
- Is this a project to be out with a final version of Natami (if ever reached!...) ?

Last edited by hardwired on 05-Mar-2008 at 01:03 PM.
Last edited by hardwired on 05-Mar-2008 at 01:02 PM.

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_Steve_ 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 13:05:04
#6 ]
Team Member
Joined: 17-Oct-2002
Posts: 6814
From: UK

@hardwired

I would imagine it is texture mapped satellite imagery which could go some way to explaining the size of the demo, and the texture engine requirement of NatAmi. I thought that NatAmi so far was only a 68030 based system prototype though (using a Commodore One as a base).

Last edited by _Steve_ on 05-Mar-2008 at 01:07 PM.

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xeron 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 13:34:16
#7 ]
Elite Member
Joined: 22-Jun-2003
Posts: 2440
From: Weston-Super-Mare, Somerset, England, UK, Europe, Earth, The Milky Way, The Universe

If NatAmi can do texturemapping, why not write a Warp3D driver for NatAmi and write your game for Warp3D?

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jmbattle 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 14:07:12
#8 ]
Regular Member
Joined: 31-May-2005
Posts: 277
From: Hamamatsu, Japan

Well, it looks great for 68k...however, didn't voxels go out of fashion with Comanche IV?

Cheers,
James
x

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Hans 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 14:34:18
#9 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5098
From: New Zealand

@jmbattle

Quote:

jmbattle wrote:
Well, it looks great for 68k...however, didn't voxels go out of fashion with Comanche IV?

Cheers,
James
x


It doesn't look like Voxel graphics to me.

Hans

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Hans 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 14:47:20
#10 ]
Elite Member
Joined: 27-Dec-2003
Posts: 5098
From: New Zealand

@BigGun

That looks very impressive.

I have a few questions:
- Where can we get more information on SuperAGA? By that I mean, technical information. In particular, I'd be interested in knowing more about the texture unit.

- Any chance to create an OS4 version? If most of the code isn't tied to SuperAGA, it should be possible to create a version that uses OpenGL without too much effort. I might be able to help out with that.

The SuperAGA sounds interesting. It's a pity that only a few prototypes exist.

Hans

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DJBase 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 14:49:30
#11 ]
Regular Member
Joined: 20-Jan-2004
Posts: 285
From: Germany

@BigGun

Looks good for an Alpha version (of what you can get out of images. Maybe video possible?).

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BigGun 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 16:45:30
#12 ]
Regular Member
Joined: 8-Aug-2005
Posts: 438
From: Germany (Black Forest)

answers to your question:

"Disk: 700 MB on HD" ?
For an alpha project it sure seems to hungry for disk space or ambitious in its goals...

The 700 MB are for the final version.
The goal is to fly over a realistic model of some Island (e.g Hawai) this modell will need ~ 700-1 GB disk space.



- Is this some type of VOXEL routine you're working on? Or something different?

Its a HW accelerated Voxel/Raycaster mix.
With texture mapped sprites.



- How does it performs and what is the final (if ever there) performance intended?

Goal is 60 FPS including texture mapper players



If NatAmi can do texturemapping, why not write a Warp3D driver for NatAmi and write your game for Warp3D

The Natami has HW-acceleration for more features than normal Warp3D.



- Where can we get more information on SuperAGA?

The Natami website should get updated soon.



- Is this a project to be out with a final version of Natami

I hope that this demo/game with src will be out with the first batch of Natami boards.

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Crumb 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 17:46:30
#13 ]
Elite Member
Joined: 12-Mar-2003
Posts: 2209
From: Zaragoza (Aragonian State)

@BigGun

Is it possible to run modern AGA demos/intros on NatAmi? I mean the ones from IRIS, Ephidrena, TBL, MaWi... Does it run ECS ones like Arte, SOTA, Roots2...

My interest on custom hardware like NatAmi would be purely scene related

Does it include some kind of programable flickerfixer that optionally turns 50Hz screens to 75Hz so these modes are correctly shown on TFT monitors?

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amitv 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 18:42:18
#14 ]
Regular Member
Joined: 23-Oct-2006
Posts: 346
From: Unknown

Superaga he is similar to this http://uk.aminet.net/docs/misc/AgaEXTENDER.readme ???

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Mrodfr 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 19:01:14
#15 ]
Super Member
Joined: 28-Jan-2007
Posts: 1396
From: French

@BigGun

You touch the natami, you know the special to code for the natami (and great because you know coding , you test your code on the natami and take some grab from the natami,....

How all is it possible ???

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spotUP 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 21:17:03
#16 ]
Elite Member
Joined: 19-Aug-2003
Posts: 2896
From: Up Rough Demo Squad

@BigGun

... but but .... what happened to your shmup construction kit? i was looking forward to it a lot!

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wawa 
Re: New AMIGA game 68k
Posted on 5-Mar-2008 22:03:13
#17 ]
Elite Member
Joined: 21-Jan-2008
Posts: 6259
From: Unknown

well, if that is a real thing, then that is the way to go. fortune!

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Reynolds 
Re: New AMIGA game 68k
Posted on 6-Mar-2008 6:15:07
#18 ]
Member
Joined: 27-Jul-2005
Posts: 78
From: Hungary

@BigGun

Playable preview or rolling demo for Classic Amigas pls. I'd like to see how my CSPPC performs... :)
Classic and OS4 versions also "for the masses" :D

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Amiboy 
Re: New AMIGA game 68k
Posted on 6-Mar-2008 7:56:05
#19 ]
Super Member
Joined: 21-Dec-2003
Posts: 1059
From: At home (probably)

@BigGun

Thats looks great!

Does anyone have any furthur details on the NatAmi? Any links I find in google are very sparse. Last bit of Info I got was that it was going to be some form of PCI card???

If not will it be in the form of a motherboard? Will the CPU be replaceable? What memory will it take etc etc.

Will it really be able to play all or the vast majority of Amiga games or other software??

Thanks

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Yssing 
Re: New AMIGA game 68k
Posted on 6-Mar-2008 8:59:32
#20 ]
Super Member
Joined: 24-Apr-2003
Posts: 1102
From: Unknown

@BigGun

It looks awesome... :)

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