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/  Forum Index
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      /  SkillGrid (formerly SPEEDGRID) - new AGA game in the works
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PosterThread
saimo 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 31-Jan-2021 10:48:09
#161 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2367
From: Unknown

@DiskDoctor

Quote:
Not yet.

I run it on Vampire V4 Standalone, core RELEASE 5.

Ah, OK. It's safe to say that it's a hardware emulation problem, not only because of what I reported above, but also because I've found this thread where the same guy who had reported me the issue discusses it with other Vampire users - quick summary:
* in the opening post he says that the THE CURE, SkillGrid and Elysium have "disturbed audio";
* in this post another user reports that SkillGrid works flawlessly with the latest core (the post is dated Sep. 29, 2020);
* in his reply, the first user says: "SkillGrid works for you?!? Which core are you using, the beta one? Don't you experience audio glitches?";
* in his second answer, the other user says: "No, no problem whatsoever. With the previous core it suffered from graphical glitches, but everything is OK with the latest core".

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DiskDoctor 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 31-Jan-2021 11:11:37
#162 ]
Cult Member
Joined: 3-Feb-2009
Posts: 629
From: Rzeszow, Poland

@saimo

Thanks for quoting all this.

Most probably the core issue (however indeed, I read it, too that, "most recent core fixed numerous audio issues in games").

The game is fine and playable, I will thus wait, most likely for the core R6, to have it fixed.

Thanks again for your kind help and all hints!

_________________
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running: AmigaOS 1.3 / 3.1 / 3.1.4.1 / 3.9, AmiKit XE, Coffin, ApolloOS & AROS

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saimo 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 31-Jan-2021 12:33:44
#163 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2367
From: Unknown

@DiskDoctor

You're welcome!


@all

Given that the latest posts pushed back my call for help, I'm posting it here again.

I'm looking for somebody to test an update that I've been working on for a while now. It seems that the custom NVRAM code doesn't work fine on all the Amiga CD32 machines, and I don't have that machine to make tests myself.

Requirements:
* Amiga CD32 machine with a 2.5 V or less version of the EEPROM chip (it's marked "AT24C08" and, among various other codes, it has also the voltage printed on it - for example, the chip at the middle bottom of this picture, just under the Alice chip, has a "25" meaning that it's a 2.5 V chip);
* easy storage support (HD/CF/floppy/etc.) - CD-ROM alone won't do;
* knowledge of AmigaOS, some basic technical skills, ability to provide clear reports and patience.

If interested, please send me an email to postmaster at retream dot com.
Thank you!

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saimo 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 8-Sep-2021 16:10:35
#164 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2367
From: Unknown

Apart from the new package artwork (which is being worked on), the only thing that is holding up the release of SkillGrid v1.1 is the new Amiga CD³² NVRAM custom routines: they work under WinUAE, but they don't on all the real machines out there. Or better, that was what used to happen in the past: now I have rewritten the routines once again, and I have no idea of what happens on real machines. Therefore, I have prepared a proper test suite to have the routines tested... by anyone who feels like giving it a go on a real Amiga CD³² Not having one of those machines, the fact that they mount different EEPROMs and the lack of official documentation makes developing this stuff quite difficult. Any feedback will be much appreciated.

Click here to download the suite.
This short video shows what the suite does (the operations will be surely slower on real machines).

Quote:
--------------------------------------------------------------------------------
OVERVIEW

This is a test suite that purposes to verify whether my custom routines for
direct access to the Amiga CD³² NVRAM work.
Developing them is quite challenging because:
· I do not have an Amiga CD³², so I have to rely on emulation, which is not
100% exact;
· different machines mount different EEPROM chips, which behave differently;
· there is no official documentation (my references are the documentation that
has been thankfully produced by who studied the behaviour of Akiko and the
EEPROM datasheet from ATMEL, the maker of the EEPROM).
The routines work perfectly under emulation, but that is no guarantee that they
work also on real machines. Indeed, previous versions worked under emulation and
on a couple of machines, but failed on another machine.


--------------------------------------------------------------------------------
WHAT DOES THIS DO?

This suite will perform several read/write operations from/to the NVRAM, whose
DATA WILL THUS BE ALTERED (unless the routines fail to access the NVRAM
altogether). At the end, it will attempt to restore the NVRAM data exactly as it
was at the beginning.
Given that the routines are experimental, though, first it will check if a
backup of the NVRAM items exists and ask you whether to make a (new) backup, so
that the NVRAM items can be restored after the tests if the custom restore does
not succeed or execute at all (only OS-compliant NVRAM items will be backed up;
the backup and restore operations are done by means of the OS-legal, reliable,
third-party tools DumpNVRAM and RestoreNVRAM - check out NVRAM_Tools.doc).
You will be informed about the backup status and asked what to do and whether to
continue.


--------------------------------------------------------------------------------
REQUIREMENTS

· An Amiga CD³² with a writable media drive (DO NOT TRY ON OTHER MACHINES)
· The AmigaDOS Copy, Delete and Execute commands in the commands path.


--------------------------------------------------------------------------------
INSTRUCTIONS

To perform the tests:
1. copy the NVRAMRTS directory from the archive to anywhere on the drive;
2. from shell, enter the NVRAMRTS directory;
3. run the "test" script and follow the on-screen instructions.

At the end of the tests or if the tests hung:
1. reboot the machine;
2. if the NVRAM data is not restored correctly or you are not sure, and a
backup exists:
2.1. from shell, enter the NVRAMRTS directory;
2.2. run the "restore" script;
3. pack the NVRAMRTS directory into an archive;
4. send your Amiga CD³²'s specifications(*), the archive and, if the tests
hung, the color of the screen at that point to postmaster@retream.com.

(*)The marking on the EEPROM would be particularly helpful, but, since that
requires opening the machine, do not worry if you do not feel like going that
far.

Thank you!


--------------------------------------------------------------------------------
THE CORE TOOL

The tests are performed by means of a tool called WriteReadNVRAM. It is a shell
program that allows to access any arbitrary chunk of the Amiga CD³² NVRAM.
It works as follows:
1. if requested, it writes some data from an input file to the NVRAM;
2. if requested, it saves some data from NVRAM to an output file.

The shell arguments are:
· INPUTFILE=IF/K : input file (unspecified = do not write data to NVRAM)
· WRITEADDRESS=WA/K/N: NVRAM address in [0, 1023] to start writing from
· WRITESIZE=WS/K/N : number of bytes in [1, 1024-WRITEADDRESS] to write
· OUTPUTFILE=OF/K : output file (unspecified = do not read data from NVRAM)
· READADDRESS=RA/K/N : NVRAM address in [0, 1023] to start reading from
· READSIZE=RS/K/N : number of bytes in [1, 1024-READADDRESS] to read
· QUIET/S : do not print any information to the standard output

These values are used for unspecified arguments:
· WRITEADDRESS: 0
· WRITESIZE : 1024
· READADDRESS : 0
· READSIZE : 1024

These values are used for invalid arguments:
· WRITEADDRESS: 0
· WRITESIZE : 1024-WRITEADDRESS
· READADDRESS : 0
· READSIZE : 1024-READADDRESS

If QUIET is not specified, the following information gets printed:
· startup code : <NVRAM startup code (see below)>
· input file : <input file path, if specified>
· write address: <(corrected) NVRAM address for writing>
· write size : <(corrected) number of bytes for writing>
· load code : <load code (see below)>
· output file : <output file path, if specified>
· read address : <(corrected) NVRAM address for reading>
· read size : <(corrected) number of bytes for reading>
· save code : <save code (see below)>
· elapsed time : <elapsed time expressed in color clocks>

Operation code:
:| = no operation
:( = operation failed
:) = operation succeeded

No data is written to the NVRAM if loading fails.
No data is read from the NVRAM and saved to file if the NVRAM startup fails.

During execution, AmigaOS is disabled entirely. Also, the screen gets blanked
and repainted dynamically as follows:
· blue : writing;
· cyan : preparing to read;
· green: reading;
· red : starting an operation.

THIS TOOL IS BASED ON THE CUSTOM ROUTINES WHOSE VALIDITY IS TO BE VERIFIED WITH
THIS SUITE, SO IT IS BY NO MEANS RELIABLE.

Last edited by saimo on 10-Sep-2021 at 08:50 PM.
Last edited by saimo on 09-Sep-2021 at 10:14 PM.
Last edited by saimo on 09-Sep-2021 at 10:14 PM.
Last edited by saimo on 09-Sep-2021 at 09:54 PM.
Last edited by saimo on 09-Sep-2021 at 12:58 PM.
Last edited by saimo on 08-Sep-2021 at 10:03 PM.
Last edited by saimo on 08-Sep-2021 at 04:27 PM.

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saimo 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 27-Sep-2021 20:46:52
#165 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2367
From: Unknown

Want to have a look at SkillGrid v1.1? Here's a huge rollercoaster longplay for you to enjoy!
The video is quite long, but if, you go through it all, you'll get a perfect idea of how varied and dynamic the gameplay is. (By the way, I did catch on purpose some maluses in order to show their features, but I just couldn't force myself to catch all of them )

Last edited by saimo on 27-Sep-2021 at 08:56 PM.

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klx300r 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 30-Sep-2021 4:13:01
#166 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3652
From: Toronto, Canada

@saimo

cool gameplay vid

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Jose 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 1-Oct-2021 20:04:25
#167 ]
Cult Member
Joined: 10-Mar-2003
Posts: 956
From: Unknown

@saimo

I'd be interested in another game that explores the chipset to the max like Lionheart, but in vertical shoot'em up form like Battle Squadrom with realistic explosions. Maybe you can use the skills your learned to make one ? I think that would have more interest than the type of game that is skillgrid..
Cheers

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José

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saimo 
Re: SkillGrid (formerly SPEEDGRID) - new AGA game in the works
Posted on 1-Oct-2021 20:21:00
#168 ]
Elite Member
Joined: 11-Mar-2003
Posts: 2367
From: Unknown

@klx300r

Thanks!


@Jose

Sorry, there's plenty of typical shoot'em-ups already, so I'm not interested in making yet another one. Plus, I like to do innovative things and not to redo things I've already done (if you check all my games, you won't find any two similar ones)

Last edited by saimo on 01-Oct-2021 at 08:21 PM.

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