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2D Demo Codingpage  1 2 

Philippe Flype
(Apollo Team Member)
Posts 299
01 Aug 2016 13:50


We wanted to play with the 2D core capabilities, we wanted to know what we can do easily with so fast CPU and graphic modes.

Of course, i know that *you* also are curious to know. So i started to code a modest little thingy in pure ASM.

The demo is just a tech demo, it won't become something playable and of course the gfx are not mine. But yet it shows that it *IS* possible to do very *cool* things with the Vampires.

There is enough power, believe me, to make really fancy games for sure. Just, let's use your amiga'ish creative mind and code. I am not a good ASM coder nor a good game coder so this demo could be much better if coded by real skilled and experienced coders. Anyway, i'm good enough to show you it's possible to make new-styled game. I can provide code for this demo. The code is pure ASM 68k, the blitting of the sprites and scrolling are done 100% by the CPU.

Demo features a scrolling in a 960x540 16bits @ 50MHz screen mode.
The background is fully redrawn by the CPU at each frame
It uses about 10MB gfx data all in FastRAM and directely addressables.
It use 6 Sprites (bobs) which are more or less 200x200 pixels also in 16bits.
The 'walk' animations use 12 to 14 frames per characters.
The logo (also a bob) is even bigger 320x160.

Video link :

EXTERNAL LINK 

Screenshot :




Niclas A
(Apollo Team Member)
Posts 219
01 Aug 2016 14:29


Very nice "demo". Looks great for what it is.
Could you try and make some transparent effects too ? Maybe a fog drifting by ? :)

Good job and realy exciting if someone makes a cool demo or makes a nice "port" of an NEO GEO like game.


Philippe Flype
(Apollo Team Member)
Posts 299
01 Aug 2016 15:44


blending effect can surely be done. But i want prob more play with parallax ;) first.

just a info for coders, the demo use 10MB of gfx all drawn by CPU.

We have 6 sprites + 1 for logo + 1 big for background, the core easily blits here in demo << 160 MB >> per second with CPU. Just to say :)

This shows that a more common game running in 640x480 or 640x400 in 8 bits can push unbelievable amount of pixels, very smoothly.


Amiga 4Life

Posts 101
02 Aug 2016 05:22


this looks good, thank you... I would like to see someone make a small demo that does just that...
'push unbelievable amount of pixels, very smoothly'...

 


Nicolas Sipieter
(Needs Verification)
Posts 115/ 1
02 Aug 2016 09:23


@Amiga4Life
  if you want to see it, then look again at the demo Flype did.
  it seems to me there's quite a bit of details displayed on screen.
 


Szyk Cech

Posts 191
02 Aug 2016 13:30


Can't wait for full game!!!
Is this possibile it will run in FullHD 24Bit color?!?
It is avesome any way!!!


Nicolas Sipieter
(Needs Verification)
Posts 115/ 1
02 Aug 2016 22:16


@Szyk Cech
it will not be a full game. it is just a tech demo.
this is a showcase of apollo cpu and vampire card.


Amiga 4Life

Posts 101
03 Aug 2016 06:37


@Nicolas Sipieter
No doubt, the fire demo looks great....i'm just thinking an 'unbelievable amount of pixels' may be something
like 1000 boing balls at different sizes,bouncing at different heights, rotating at different speeds...'thats just me though'..

maybe 'Vampire inside' logos...


Nicolas Sipieter
(Needs Verification)
Posts 115/ 1
03 Aug 2016 07:25


@Amiga4Life
  i wasn't speaking about the fire demo, but about this one he shown in this thread.
  you see few differents characters walking at different speeds, there's a big background picture and a 'game title' displayed.
  the pictures are detailled, the resolution is good, it's animated, and flowing, no hiccups.
  some little visual effects could be added, but that's already nice to see.
  it shows good quality games could be made on this hardware.


Ulf Andersson

Posts 29
03 Aug 2016 17:40


This is GREAT. Could you please share the asm source to this tech demo? .. I would love to play around a bit. I have MANY questions. How do you detect VerticalBlanking in a RTS screen? How do you set the colors to use ( palette ) in a 8 bit screen? I have many more but i will not spam this thread ;)


Grzegorz Wójcik (pisklak
(Apollo Team Member)
Posts 87
04 Aug 2016 08:26


If anybody want to ask questions we invite you to #apollo-team IRC channel on freenode servers. I guess Flype gladly answers your question - if he will be not busy with improving his demo ;-)
  And he have some nice ideas !


Philippe Flype
(Apollo Team Member)
Posts 299
04 Aug 2016 16:32


Hi all, that's good this tech demo is awaking some curiosity :) Ok, i am quite busy today but i think i can share some code tonight. I will put code and bin here.


Ronnie Shortski

Posts 10
04 Aug 2016 17:18


impressive stuff..


Amiga 4Life

Posts 101
05 Aug 2016 06:46


@Nicolas Sipieter
    'dragon crown' demo is nice but it dosent look like a real challenge for the apollo cpu...it looks more
    like a test of bandwidth being pushed around and the use of more graphic memory, 2 critical areas
  where the Aga chipset is crippled....
   
  scrolling playfield at 960x540 16bits,6 animated Sprites(bobs) at 200x200 16bit...this is a major
  upgrade for A600...
   
  graphically this may be comparable to JimPower & Shadow of the B. (but at a lower resolution/smaller sprites), to me thats not cpu power...



Thierry Atheist

Posts 644
05 Aug 2016 08:04


What did I just see an AMIGA do?

THIS IS MIND SHATTERING!

P.S. Please don't stop!!!!


Gunnar von Boehn
(Apollo Team Member)
Posts 6207
05 Aug 2016 11:09


Amiga 4Life wrote:

  @Nicolas Sipieter
      'dragon crown' demo is nice but it dosent look like a real challenge for the apollo cpu...it looks more
      like a test of bandwidth being pushed around and the use of more graphic memory, 2 critical areas
    where the Aga chipset is crippled....
 

 
 
Not just AGA, you can do a GameDemo like this on any AMIGA...

Even with 68060 and fast GFXcard you can not do this at all.
 
Also PowerPC AMIGA will not reach this speed in this demo!


Philippe Flype
(Apollo Team Member)
Posts 299
05 Aug 2016 13:16


Hi guys, i promised, i share you a zip containing the bin (it is standalone exe, 10MB, all included in exe).

Take it here :

EXTERNAL LINK 
Some stuff have been updated since last video.

- it use now Cybergraphics to obtain best screenmode DisplayId, open the screen, and close.

- it have also now a FPS counter with old school gfx font.

- it listen some events :

. LMB or ESCAPE : Exit
. SPACE : Draw / Hide the Logo
. LEFT or RIGHT : Decrease / Increase number of sprites drawn

- MANDATORY: You must have Picasso96 installed + the SAGA RTG driver + a 960x540x16 configured and working screenmode in your SYS:Prefs/Picasso96Mode tool.



Philippe Flype
(Apollo Team Member)
Posts 299
05 Aug 2016 13:23


This is far from perfect coding, it is work in progress in free time and as i said i'm not easy with such 2D coding and ASM and CGX. But well hey it is yet nice :) I also have idea to boost the DrawSprite (much faster using some compression). This will be even better.

I propose you new hosting for the archive - from our ftp (thanks TuKo) :

EXTERNAL LINK 

Also, a new video (thanks ShK) :

EXTERNAL LINK 


Grzegorz Wójcik (pisklak
(Apollo Team Member)
Posts 87
05 Aug 2016 17:30


Nice work Flype  ! And this is plain good 68k, without our AMMX new instructions ! :) Nice readable simple good working code. Who cares if it is not perfect it looks realy great ;)
 


Amiga 4Life

Posts 101
07 Aug 2016 03:24


nicolas sipieter wrote:

@Szyk Cech
  it will not be a full game. it is just a tech demo.
  this is a showcase of apollo cpu and vampire card.

it cost Vanillaware  1 million dollars to put this game together....nothing like this is coming to this platform
  unless we can show millions in Ros (return on sales)...'thats just me though'..

this is a million dollar demo that Philippe F. is putting together...:)

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