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   /  Amiga OS4 Software
      /  Hydra Castle Labyrinth release
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kas1e 
Hydra Castle Labyrinth release
Posted on 5-Jan-2019 12:45:56
#1 ]
Elite Member
Joined: 11-Jan-2004
Posts: 3549
From: Russia

There is a new game released for pure SDL2, so will works on every setup (you only need working MIDI in system to have music, so if you don't : install gus_soundfont.lha from os4depot).

You can get it from os4depot there:
http://os4depot.net/share/game/platform/hydracastlelabyrinth.lha


There is some screenshots (as usuall do "open in new tab" for full size images)

With upsampling algoritm turned off:

http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl6_no_upscale_main.jpg
http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl2_no_upscale.jpg
http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl4_no_upscale_inventory.jpg


With upsampling algoritm turned on:

http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl5_upscale_main.jpg
http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl1_upscale.jpg
http://kas1e.mikendezign.com/aos4/sdl2/hcl/hcl3_upscale_inventory.jpg


There is also youtube video 1920x1080:

https://www.youtube.com/watch?v=vc7WpxpycTg


...What is it...

This is amigaos4 port of the Hydra Castle Labirinth game, which has:

-- joysticks support
-- MIDI over timidity for music (you need to install http://os4depot.net/share/audio/play/gus_soundfont.lha)
-- fullscreen/window modes
-- scaling
-- save points
-- builded over SDL2, gcc 8.2.0.

All works done by ptitSeb, with me asking for some amigaos4 changes and doing tests and bugreports. You can browse source code there: https://github.com/ptitSeb/hydracastlelabyrinth/

If you apprecate the work he do, don't hesitate to made donation to him as even if he have no _any_ real amiga, he help us a lot. You can made it for example there, by pressing donation button (and don't forget to mention reassons: for amigaos4 support, so he know from where it come):
https://repo.openpandora.org/?page=detail&app=hydracastlelabyrinth_ptitseb


... How to start ...

Game runs from shell, and by default resolution are 640x480 window mode. If you want fullscreen, then:

hcl:> hcl --fullscreen

If you want bigger resolutions, you use scaling, like this:

for 800x600
hcl:> hcl -x3

for 1024x768
hcl:> hcl -x4

for 1280x960
hcl:> hcl -x5

If you add --fullscreen , that will also mean bigger fullscreen resolutions. I.e. if you want 1280x960, you just do:
hcl:> hcl -x5 --fulscreen


Game also can use upsampling algo (so all will looks more clean, and not pixelesed). One love it as it, another ones love it upsampled, so you can turn it on/off when you start game, press "esc" and in options choice XBRZ on/off.

... How to play ...

1. You can use joystick

2. You can use keyboard, control keys are:

left/right/up/down - character control
x - jump
s - attack
r, w, d - are for secondary weapon. You can have many (you have 0 at first), and "r" and "w" allow fast switch between them (previous/next weapon type), without going to the inventory screen. The "d" is used to use that weapon.
up - to take things (like treasure cheats, keys, etc), enter to the portals.
enter - inventory screen
esc/space - to the menu

... Changelog ...

05.01.2019:
-- first release
-- general big-endian changes
-- specific amigaos4 changes (pathes, stack cookie, etc)
-- few bugs leading to crashes in original version fixed

Last edited by kas1e on 05-Jan-2019 at 12:51 PM.
Last edited by kas1e on 05-Jan-2019 at 12:46 PM.

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NutsAboutAmiga 
Re: Hydra Castle Labyrinth release
Posted on 5-Jan-2019 13:35:37
#2 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12817
From: Norway

@kas1e

looks really nice and fun to play.

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K-L 
Re: Hydra Castle Labyrinth release
Posted on 5-Jan-2019 15:29:43
#3 ]
Super Member
Joined: 3-Mar-2006
Posts: 1411
From: Oullins, France

@kas1e

Thanks !!

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SinanG 
Re: Hydra Castle Labyrinth release
Posted on 5-Jan-2019 20:33:45
#4 ]
Regular Member
Joined: 24-Dec-2004
Posts: 334
From: Unknown

@kas1e

Thanks Kas1e

Do you think torcs open racing simulator can be ported now?

There is a version for OS4 done by BZsili but it is dated.

Or updated version of Supertuxkart ?

And by the way do you plan to make a small tutorial about porting sdl games ?

Your cross compiling tutorial was very good and I compiled my own OS4 application after years.

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jabirulo 
Re: Hydra Castle Labyrinth release
Posted on 6-Jan-2019 10:39:58
#5 ]
Regular Member
Joined: 20-Jun-2004
Posts: 370
From: Donosti (GUIPUZCOA)

@kas1e

THX A LOT man!!!!

Works fine on my SAM460ex:
#hcl
Hydra Caslte Labyrinth, Windowed 640x480 scale=x2, using Joystick=1
Using (null)
#

Last edited by jabirulo on 06-Jan-2019 at 10:48 AM.

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pavlor 
Re: Hydra Castle Labyrinth release
Posted on 6-Jan-2019 14:29:44
#6 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9583
From: Unknown

@kas1e

Nice!


Seems to work well in WinUAE, but SDL2 is using compositing renderer by default (needs patchcompositetags for display). Is there any way to use pure software renderer with SDL2 applications?

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kas1e 
Re: Hydra Castle Labyrinth release
Posted on 6-Jan-2019 15:59:23
#7 ]
Elite Member
Joined: 11-Jan-2004
Posts: 3549
From: Russia

@Sianan

Quote:

Do you think torcs open racing simulator can be ported now?
There is a version for OS4 done by BZsili but it is dated.


Dunno if they _that_ dated (BSzili ones are 1.3.4, while last ones 1.3.6 ?), but yeah, all can be ported over gl4es (so ogles2/warp3dnova), which was ported over minigl. I didn't touch it myself through

Quote:

Or updated version of Supertuxkart ?


That one can be done too. Some later version after os4depot's one for sure (they use IrrLicht engine, which i port already) , but very latest versions of supertuxkart use their own engine, and dunno how hard or easy it to port (and if there is more new deps).

Quote:

And by the way do you plan to make a small tutorial about porting sdl games ?


Never thinking about it, but maybe yeah if there needs for. There was some old guide from SpotUp, which now can be misleading for some parts (in end of all it was writen about 10 years ago)

@Pavlor

Quote:

Seems to work well in WinUAE, but SDL2 is using compositing renderer by default (needs patchcompositetags for display). Is there any way to use pure software renderer with SDL2 applications?


From code it possible of course, but dunno if it possible to change that in realtime when app already compiled.

Last edited by kas1e on 06-Jan-2019 at 04:00 PM.

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Mr_Capehill 
Re: Hydra Castle Labyrinth release
Posted on 6-Jan-2019 16:48:49
#8 ]
Super Member
Joined: 15-Mar-2003
Posts: 1932
From: Yharnam

@pavlor

Try:

setenv SDL_RENDER_DRIVER software

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pavlor 
Re: Hydra Castle Labyrinth release
Posted on 6-Jan-2019 19:13:18
#9 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9583
From: Unknown

@Mr_Capehill

Doesn´t seem to work (for this game at least). Note sdl2benchmark tests only compositing (and then tries to test MiniGL and OGLES2).

However, only pure 2D games would work in WinUAE with acceptable speed and these work OK with patchcompositegtags (like Hydra Castle Labyrinth). So no big problem anyway.

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thellier 
Re: Hydra Castle Labyrinth release
Posted on 7-Jan-2019 13:50:19
#10 ]
Regular Member
Joined: 2-Nov-2009
Posts: 263
From: Paris

@pavlor

This is very doubtfull that an eventual SDL2 soft rendering will perform better than PatchCompositeTags that was specially made to do soft-blit

MiniGL rendering via WaZp3D should also works but slower

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nikosidis 
Re: Hydra Castle Labyrinth release
Posted on 7-Jan-2019 15:03:42
#11 ]
Cult Member
Joined: 9-Dec-2008
Posts: 994
From: Norway, Oslo

Kast1e: That game looks nice. I have no OS4 hardware but maybe I buy the Tabor. Then I can try it :)

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Mr_Capehill 
Re: Hydra Castle Labyrinth release
Posted on 7-Jan-2019 18:03:58
#12 ]
Super Member
Joined: 15-Mar-2003
Posts: 1932
From: Yharnam

@pavlor

Confirmed not to work with "software", I think it's because Hydra uses renderer index 0 instead of index -1 so getenv override doesn't apply:

https://github.com/ptitSeb/hydracastlelabyrinth/blob/master/src/sdl2/graphics.c#L79
https://github.com/AmigaPorts/SDL/blob/master/src/render/SDL_render.c#L861

Maybe kas1e would build a test version with index -1?

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pavlor 
Re: Hydra Castle Labyrinth release
Posted on 7-Jan-2019 18:29:27
#13 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9583
From: Unknown

@Mr_Capehill

OK. Is this the case also with other SDL2 games? (eg. I tried Super Methane Bros that require above mentioned patch to display graphics)

Game works well, so no big deal (I was a little bit surprised to see black window at start, then realized solution myself).

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Mr_Capehill 
Re: Hydra Castle Labyrinth release
Posted on 7-Jan-2019 18:43:09
#14 ]
Super Member
Joined: 15-Mar-2003
Posts: 1932
From: Yharnam

@pavlor

Depends on the programmer. By the way, SMB works for me with the setenv trick. I'm using uaegfx.

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klx300r 
Re: Hydra Castle Labyrinth release
Posted on 7-Jan-2019 19:17:26
#15 ]
Elite Member
Joined: 4-Mar-2008
Posts: 3836
From: Toronto, Canada

@kas1e

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pavlor 
Re: Hydra Castle Labyrinth release
Posted on 8-Jan-2019 15:48:08
#16 ]
Elite Member
Joined: 10-Jul-2005
Posts: 9583
From: Unknown

@Mr_Capehill

Quote:
By the way, SMB works for me with the setenv trick. I'm using uaegfx.


No luck here (also UAEGFX). Output window claims "render name compositing" is used.

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Petah 
Re: Hydra Castle Labyrinth release
Posted on 8-Jan-2019 23:30:33
#17 ]
Regular Member
Joined: 10-Mar-2003
Posts: 432
From: EU <3 ❤️

Is the source code publically available at some repository, if you would like to add a few AmigaOS specific enhancements?

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