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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 10-Jul-2025 16:40:15
#661 ]
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Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

Technically, anything is possible. Objectives need some formal definition as a concept; some way of expressing rules and the state they manage. It's not a million miles away from how achievements work, but the outcome needs to be more sophisticated.

Ideally what we need is some sort of scripting language. It's a shame ARexx is so slow, I would loved to have used it for as a modding accessory language.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 21-Jul-2025 11:21:26
#662 ]
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Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@ppcamiga1

CD32 doesn't have chunky pixels either, but according to you, it runs doom as well as a cheap 386 on an 020 with fast ram. So which is it?

Notwithstanding the utterly terrible performance of Doom on a cheap 386 (~16MHz), the integration of Akiko was terrible. It only really improved performance on 020 and maybe lower end 030 - which is fine if that's all you expect to put into the machine. By the time you get to 50Mhz 030 and the best in class C2P routines, Akiko becomes more of a hindrance than a help as there's just too much data shuffling on the bus. You also have problems with the data cache getting in the way (though using mirror registers and CACR hacks can mitigate this).

Akiko could've been much better if it were able to write to the bitplanes by itself. The chip it was part of had DMA access. But that's a whole different story.

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ppcamiga1 
Re: Updated Alien Breed 3D 2
Posted on 21-Jul-2025 16:01:23
#663 ]
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Joined: 23-Aug-2015
Posts: 1142
From: Unknown

@Karlos

This is how DOOM should run on Amiga 1200 with FAST RAM
https://www.youtube.com/watch?v=-kDM3S7gQTk
not run as good it mean AGA was not good enough
030 was too expensive in 1993
Commodore bankrupt because AGA has not chunky pixel
no chunky pixel no DOOM and rest is history



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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 27-Oct-2025 9:15:52
#664 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

We finally have an aminet release!

It's just the binaries so you'll still need your original team17 game files.

https://aminet.net/package/game/patch/AB3D2_TKG_Rebuilt

Known issues:

- Intermission text still not implemented.
- No palette effects on taking damage.
- Credits screen doesn't display.

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OneTimer1 
Re: Updated Alien Breed 3D 2
Posted on 27-Oct-2025 10:36:59
#665 ]
Super Member
Joined: 3-Aug-2015
Posts: 1422
From: Germany

@Karlos

Quote:

Karlos wrote:
We finally have an aminet release!


congratulations and many thanks

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 27-Oct-2025 11:09:54
#666 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@OneTimer1

The aminet release coincides with finally adding a version number to the the executable.

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NutsAboutAmiga 
Re: Updated Alien Breed 3D 2
Posted on 27-Oct-2025 11:19:28
#667 ]
Elite Member
Joined: 9-Jun-2004
Posts: 13045
From: Norway

@Karlos

Congratulation, It’s a good milestone.

Quote:
Game runs system-friendly


is the requirement for direct access to keyboard and serial port and so on gone?

Last edited by NutsAboutAmiga on 27-Oct-2025 at 11:23 AM.
Last edited by NutsAboutAmiga on 27-Oct-2025 at 11:23 AM.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 27-Oct-2025 11:28:34
#668 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@NutsAboutAmiga

No. It runs system friendly on an Amiga or a complete emulation of one insofar as it doesn't shut down the OS.

It won't run directly on OS4 or MorphOS compatibles except for the possibility that they are running on an Amiga with a suitable PowerPC expansion. This is untested.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 27-Oct-2025 12:02:54
#669 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

Additional issue:

You need to update the launch script to assign AB3: to th game directory.

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Hammer 
Re: Updated Alien Breed 3D 2
Posted on 29-Oct-2025 1:24:56
#670 ]
Elite Member
Joined: 9-Mar-2003
Posts: 6690
From: Australia

@ppcamiga1

Quote:

ppcamiga1 wrote:
@Karlos

This is how DOOM should run on Amiga 1200 with FAST RAM
https://www.youtube.com/watch?v=-kDM3S7gQTk
not run as good it mean AGA was not good enough
030 was too expensive in 1993
Commodore bankrupt because AGA has not chunky pixel
no chunky pixel no DOOM and rest is history


FYI, Amiga has a chunky pixel, which is 1 bitplane.

Baseline VGA's 640x480p 16 color (four bitplanes) mode runs via VGA's C2P hardware. VGA's "toy" graphics modes have the byte "chunky" pixels mode.

Early SVGA with faster FPM DRAM, such as Q1 1988 ATI VGA+/VGA Wonder 512KB and Q4 1987 ET3000AX 512KB has a byte "chunky" pixels mode with 640x480p and beyond. These SVGA's FPM DRAMs weren't stuck in the 1985 era.

SVGA with cheaper/faster FPM DRAM and Windows 2.0's RTG solution undermined IBM 8514 with expensive (very fast) 512KB VRAM standard.

Commodore's senior system engineering group advocates and administrators have a fixation on "workstation" Unix and "workstation" VRAM with 2 MB Chip RAM address range, which made them very expensive. The same unix clone C900 debacle applied to the Amiga product line.

Commodore had "Unix, Unix, Unix" mantra when lower-cost Windows NT (POSIX) and freebee Linux killed AT&T's commercial Unix!

Info from Commodore - "The Final Years" book.

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dipsomania 
Re: Updated Alien Breed 3D 2
Posted on 30-Oct-2025 13:50:22
#671 ]
Member
Joined: 15-Mar-2014
Posts: 34
From: London

@Karlos

Thank you very much for the efforts, now it's pretty smooth as it has never been!
I found that it has more rendering glitches that I remember, maybe I'm wrong? Or Team17 released not the very last source code? For example:
_ if I go too close to the anti-gravity charger, its texture is rendered distorted
_ often enemies/bullets (grenades) aren't rendered/scaled in a proper way
_ strong enemies now can be knocked out with just 1-2 grenades/rockets, although originally they were too hard to be killed (especially the big wasp).

Last edited by dipsomania on 30-Oct-2025 at 07:10 PM.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 30-Oct-2025 20:41:35
#672 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@dipsomania

Assuming you're playing the original levels, I think the reason that some of the enemies are easier to kill is likely due to the fact you're actually hitting them. Faster frame rates means more reliable movement. Also, if you've turned off automatically aiming you can be even more precise.

There were a lot of glitches in the original version that are now gone but when you get too close to vector objects, the textures do distort. This was due to an optimisation that got rid of a lot of integer division and was crippling performance of model rendering. It was considered a worthwhile trade off, you don't usually need to get that close to anything so most of the time it's not an issue.

I'm not sure what you mean with respect to the enemy projectile scaling. Can you get a screenshot?

It would also help to know exactly which game files you are using, in case there are some mods. I have only tested it with the original Team 17 release and my own Redux mod.

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dipsomania 
Re: Updated Alien Breed 3D 2
Posted on 31-Oct-2025 9:44:36
#673 ]
Member
Joined: 15-Mar-2014
Posts: 34
From: London

@Karlos

Yes, I'm playing the original levels. To be honest I prefer the auto aiming, some enemies are difficult to catch, like the green/red flying monsters.
I'm not sure about the other things, it seems the grenades can't go farther like in the original version. Perhaps I have wrong memories, last time when I played the game was very long time ago...
Often I see these issues with the clipping of the enemies when they're close to the walls and edges, it might be as you allude, they were less noticeable because of slow frame rate.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 31-Oct-2025 11:37:27
#674 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@dipsomania

To be clear, nothing has been done with the basic behaviour of aliens, projectiles or objects in general. That's all defined in a database file (includes/test.lnk) that the engine loads on startup. This includes how close monsters can get to walls, their hitbox (technically more of a hit cylinder), speed and impact of gravity on projectiles, etc.

The only changes that affect original gameplay are that you have to be standing on a dangerous floor for it to harm you, unless it's flooded and you're in contact with the water. That gives the opportunity to create toxic pools that have depth. In the original game, just being in a room with a dangerous floor makes you take damage constantly.

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Amiboy 
Re: Updated Alien Breed 3D 2
Posted on 31-Oct-2025 19:58:38
#675 ]
Super Member
Joined: 21-Dec-2003
Posts: 1120
From: At home (probably)

@Karlos

Amazing work getting an Aminet release !

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dipsomania 
Re: Updated Alien Breed 3D 2
Posted on 3-Nov-2025 16:06:57
#676 ]
Member
Joined: 15-Mar-2014
Posts: 34
From: London

@Karlos

Ok, thanks.

I got a crash at the last level, when I enter into the lift/teletransport after I've killed the last boss...

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 3-Nov-2025 16:28:36
#677 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@dipsomania

He couldn't handle the humiliation. Also, it's likely due to issues with intermission mode not working, so it blew up trying to show the epilogue text.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 7-Nov-2025 11:06:48
#678 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

1.0.10 is now on aminet. This fixes a text rendering issue in 320*240 modes when playing in 2/3 screen size (the status bar was wiped out).

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Hammer 
Re: Updated Alien Breed 3D 2
Posted on 10-Nov-2025 3:12:52
#679 ]
Elite Member
Joined: 9-Mar-2003
Posts: 6690
From: Australia

@ppcamiga1

Quote:

ppcamiga1 wrote:
@Karlos

This is how DOOM should run on Amiga 1200 with FAST RAM
https://www.youtube.com/watch?v=-kDM3S7gQTk
not run as good it mean AGA was not good enough
030 was too expensive in 1993
Commodore bankrupt because AGA has not chunky pixel
no chunky pixel no DOOM and rest is history


68EC020-25 was about $4 to $5 from $16 68EC020-16.

Amiga's chunky pixel issue can be handled in a few ways i.e.

1. A native 8-bit chunky pixel, AAA has a chunky pixel support, but complications with high-end workstation 64-bit VRAM configuration for 32-bit FPM DRAM with AAA configuration.

2. Hardware C2P,

3. Official support for blitter-assisted C2P with code sample. Remove the software C2P is slow warning in all official documentation. The internal corporate politics between Jeff Franks (A1200) vs Jeff Porter (CD32's Akiko C2P) should be removed from all official documentation. Michael Abrash's style of evangelism for Mode X.

The blame for the barebone A1200 configuration and ECS A600-related debt repayment is on Jeff Franks and Bill Sydnes.

Each A1200 unit's revenue generation pays for the A600's related US$50 debt.

Commodore was effectively dead in the water in 1993 due to the stupidity of PC fanboys Jeff Franks (from the CBM PC clone business) and Bill Sydnes (from IBM PCJr and Franklin Computer's illegal Apple II and PC clones). Amiga's custom ASIC business is closer to ATI's or NVIDIA's ASIC business instead of PC's system integration work.


Last edited by Hammer on 10-Nov-2025 at 03:14 AM.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 23-Nov-2025 21:03:39
#680 ]
Elite Member
Joined: 24-Aug-2003
Posts: 5008
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

As a one-off, I have created a full AB3D2 release (original Team17 version) bundled with the new engines and launcher. It should turn up on Aminet soon, under game/shoot/AB3D2_TKG.lha

Version 1.0.12 of the engine is included and an up to date readme on what's what. You shouldn't need anything else whatsoever to play the game, just extract the archive to wherever you want and double click the AB3D2 icon. The launch script will try to identify your CPU and choose the appropriately tuned engine build.

I did this having had a look at a few other attempts to distribute the game from the source assets and most are full of additional files that are not required at all to play the game.

Future Rebuilt engine updates can simply be extracted into the Bin directory of this installation.

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