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Can You Run This Test On Your AMIGA?page  1 2 
Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3738
23 Feb 2010 15:58


Darren Eveland wrote:

Hi Gunnar I have three Cyberstorm PPC's each with 128MB ram so I could try your game?...all are clocked with the 060 at 50MHz.
 
  I also have a Cyberstorm MK3 clocked at 66.7MHz and a Quickpak 68060 board with EDO ram clocked at 57Mhz.

Hi Darren,
You can certainly try the game.
But let me explain something first to prevent misunderstandings.
The game is designed for the Natami S-AGA Blitter.
If no Blitter is found it will "fall" back to a backup routine.

This means should run fast on NATAMI.
It should be playable on real fast UAE system with fast memory also.

But the game rendering will crawl on a regular classic AMIGA.

Still interested?
Or do you also have a fast UAE machine for playing?

Darren Eveland
Canada
(Natami Team Member)
Posts 26
23 Feb 2010 16:05


Hi Gunnar,

I have the following machines:

Amithlon with OS 3.9 BB2 on Athlon 64 2.4GHz
Three Amiga 4000 with CS PPC and Mediators with Voodoos and CVision PPC, also the cyberstorm MK3 and quikpak 060 boards.
AMD Phenom with WinUAE and OS 3.9 install

Also a few others: Mac Mini 1.5GHz with MorphOS 2.4 and microA1 G3.

You can email me darrenhd @ gmail.com  (no spaces) with link and I will test it.  But Amithlon is Picasso 96 so I don't know if it will work on that if it requires cgfx.

Darren

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3738
23 Feb 2010 16:13


Ok Cool.

Darren I hereby promote you to be as tester and official NATAMI team member.

Please come on to our "private" forum page.
You might need to log-out and re-login to be able to do this.

We have a thread called 194x-release thread.
This thread includes A-OS binaries.

See you on the "dark"side...

Cheers

Darren Eveland
Canada
(Natami Team Member)
Posts 26
23 Feb 2010 16:19


Thanks see you there :)

Alexander Zeid
United Kingdom

Posts 5
23 Feb 2010 20:56


Greetings,

Have got an upgraded A1200 here, specifications are as follows:
BlizzardPPC 603e+ 210MHz 060/50MHz
BVisionPPC
192mb of fast ram

There's also a decent amount of free space on the various drives.

Wawa Tk
Germany

Posts 351
23 Feb 2010 22:44


well, i must stand back this time. as i said i have no access to my "classic" hardware for another two weeks, maybe longer. there is a winuae setup i have with me but here in south africa the internet access is expensive and slow.

i might offer more assistance later if need be

Michael Ward
USA

Posts 176
24 Feb 2010 02:07


Gunnar,

Question... I have run this test program on UAE system running on overclocked intel 4.3Ghz. The numbers I get are 6000-20000. What exact measurement is being performed here? I'll run same test on my 68040-25 A3000 (ECS/GVP Spectrum 24/28 RTG) as well and post those results. I am assuming my real Amiga (non AGA) will either die on the test or crawl at best. Let me know what you are measuring here, I'm curious.

Cheers,

MW

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3738
24 Feb 2010 03:50


Michael Ward wrote:

Let me know what you are measuring here, I'm curious.

The game is actually designed for the NATAMI and will be bundled with it. Also we want to include the game sources with the NATAMI as simple example on how to create a game for AMIGA/NATAMI.

The game is designed to run smooth (50 FPS) on NATAMI.
The blitting is done by the Super-AGA Blitter.
The game routines (Enemy AI, collision detection, joystick controls, Music player, Bob clipping) will obviously be executed by the 68K.

On NATAMI the game does require 128 MB chipm.
The game can also run on other systems without 128 MB chipmem and without Super-AGA Blitter. For this we added Software-Blitting routines. The Software Blitting routines are relative optimized and allow the game to be played on other platforms as well.

Frankly my game routines (Enemy AI, collision detection, etc) are not fully optimized yet. Therefore I was unsure how much CPU time they will eat on the classic 68K CPU.
The testcase does include all the routines of the 68K CPU: collision detection, Enemy AI, Bob routines - While it does process all Bobs and clibs them it will call the Blitter.
This means the routines will run on a stock A4000 but show no picture.

I wanted to get a rough idea if I need to optimize the game routines more.



Darren Eveland
Canada
(Natami Team Member)
Posts 26
24 Feb 2010 04:05


I will try it on my A4000 system now...so we will see how it goes :)

So far so good on WinUAE!

I was wondering a little bit about the collision detection, especially of the fire actually hitting the enemies and showing damage) and colours of the fire (sometimes blue?) and what the exact keys are.

I haven't figured out how to throw a Bomb yet :)

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3738
24 Feb 2010 04:14


Darren Eveland wrote:

I will try it on my A4000 system now...so we will see how it goes :)

Good luck. :-)
The complete game (with Softblitting) is not designed to run playable on a real classic.
To be playable fast the game requires more memory bandwidth than classic AMIGAs have.

Darren Eveland wrote:

I was wondering a little bit about the collision detection, especially of the fire actually hitting the enemies and showing damage) and colours of the fire (sometimes blue?) and what the exact keys are.
 
I haven't figured out how to throw a Bomb yet :)

- Most enemies take more than 1 hit before they die.
- When enemies have taken serious damage they will start burning.
- Bullets hitting the Enemie will show small flashing explosions. (But this effect is currently disabled in the full game version that you are testing). I've new Spites for showing this effect. Its on my todo for the next release.

The game is designed for three simultanious players.
Red/Blue/Green Plane. The three player have different shoots.

The game recognises Joysticks.
Using USB you can attach several Joystsick.
Joy 1-3 are for the three players.
You can also controll the game using keyboard.

Player 1 controlls:
RF/DG (UpDown/LeftRight)
STRG = Fire
Alt = Bomb

Player 2 controlls:
Arrow keys
Space Or RShift = Fire
Return = Bomb

Player 3
Controls are on Numpad

Darren Eveland
Canada
(Natami Team Member)
Posts 26
24 Feb 2010 04:37


Ok thanks,
 
  I get to a certain point in the game and the enemies stop.  But I am still getting fired upon.
 
  Also I noticed that my shots don't actually touch the planes, they get very close (but it's clear they are hitting the enemy), but I don't see them actually touch the enemy.  Perhaps that is what you mean by not implemented yet? (BTW, this is on Windows version).
 
  Here is a photo with fire coming at me with no enemies in site (no further enemies come on screen, just bullets towards me :)
 
  EXTERNAL LINK 
The other thing I am a bit confused about is when I am going to die.  I don't really see any change in the life/health meter at the top.  Can you explain that to me?

Thanks ;)

Gunnar von Boehn
Germany
(Natami Team Member)
Posts 3738
24 Feb 2010 05:33


Darren Eveland wrote:

Ok thanks,
   
    I get to a certain point in the game and the enemies stop.  But I am still getting fired upon.

   
There are some enemies defined for which the game engine has no sprites images atm. I removed the old sprites files of them, these will be new sprites images soon.

Darren Eveland wrote:

Also I noticed that my shots don't actually touch the planes, they get very close (but it's clear they are hitting the enemy), but I don't see them actually touch the enemy.  Perhaps that is what you mean by not implemented yet? (BTW, this is on Windows version).

Two reasons:
A) Currently the "glow" around your bullets is included in the collision detection. This means you shoots are bigger than they look. This will be fixed in the next version.
B) The shot should display a "smash"-hit when they hit the target. We have the sprites for this but in the current version this is disabled. Will be fixed next time.

Darren Eveland wrote:

The other thing I am a bit confused about is when I am going to die.  I don't really see any change in the life/health meter at the top.  Can you explain that to me?
 
  Thanks ;)

The live meter is currently out of order.
Will be fixed in the next version.

We had a major change between the last version and the current game version in regards of the image data-format.
This did affect all sprites in the game. In the current version some sprites are not displayed correctly because of this.
Should be fixed in the next version.

Martin H
Austria

Posts 10
04 Mar 2010 08:43


Can we see some source code of 194x?
Which development environment do you use?

posts 33page  1 2