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Running Games and Apps.

Cartoon Monkey Shooter?

Vojin Vidanovic

Posts 1769
15 Mar 2020 00:19



From Telegram Vamp group
Kenji Irie, [14.03.20 23:41]
For those interested, here is the latest in-progress video for our Vampire-only game engine: EXTERNAL LINK 
Vojin Vidanović, [15.03.20 00:11]
Very nice, compliments to CartoonMonkey, I expected a bit more funny gfx, but who knows, Vampire or two might fly in. Interested, MACE OS4 was very boring, didnt like the Battle Squadron remake. Please, please, steal as many tricks as possible from WARBLADE (Deluxe Galaga 2)

Vojin Vidanović, [15.03.20 00:12]
Please provide 060 RTG Version for WinUAE users too

Vojin Vidanović, [15.03.20 00:12]
Try doing THIS in funny way EXTERNAL LINK


Vojin Vidanovic

Posts 1769
15 Mar 2020 03:25


what you see is a game engine that appears on the surface as a shooter. However, it was always planned to be an action game with RPG elements, under the guise of a shooter exterior. So it won't quite be like Warblade :)

UAE and Windows used for development and testing, with switches in the code for SAGA GFX, to enable full speed on on the Vampire V1200 and V4 systems (tested by others for me, as I am on the V4 waiting list).


Olle Haerstedt

Posts 106
15 Mar 2020 07:07


Cool! What's the license? Is the code available online?


Kenji Irie

Posts 14
09 Jan 2021 10:58


Hi all, a new video has been uploaded showing the gameplay and development progress of this game being developed for the Vampire V4 ("Jake and Peppy" working title):
 
  EXTERNAL LINK 
 


Antony Coello

Posts 82
09 Jan 2021 12:36


This looks great!

Congratulations on getting this far on a Vampire targeted game! ;)

Will this eventually run ok on the V500/600, or is it for V1200/V4SA only?


Manos Sg

Posts 20
09 Jan 2021 16:45


This game looks very interesting, looking forward to it!


Willem Drijver

Posts 85
09 Jan 2021 17:55


Really cool!


Kenji Irie

Posts 14
10 Jan 2021 02:05


Thanks for the feedback, all.

At this stage we are focussing on V4 only. As you mentioned, I had planned originally to run on V1200 as well, though I will have to cut down the game a bit (limit level sizes etc, due to memory). The key limitation is time, and the fact I don't have any classic Amiga hardware (which I would require for development).

So for the foreseeable future it is a V4 dedicated game.




Kenji Irie

Posts 14
10 Jan 2021 19:52


Hi all, I've had a request for more details on the tools used to develop the game. It is 99.9% C, I have started writing a guide for this, but I haven't had the time to progress it!
 
  So here is a bit of detail for those who want to dabble in development on the V4 who have C programming knowledge.
 
  ---
 
  The game is coded primarily in C, using the excellent VBCC compiler. This compiler comprises a C compiler, PLUS an assembler compiler (vasm). Vasm has 68080 instruction set support, so the VBCC suite provides all the tools you need to get up and running with the V4.
 
  Now, the nice thing about VBCC is that it is available on multiple platforms. I actually just use the Windows version exclusively to compile my code, as it is significantly faster to compile, plus I can use all the nice modern development environments (I have compiled the code on the V4, and it works fine.
 
  From the very start, my code is compilable on both Amiga and Win32, but having a few OS specific functions on each (included by using #ifdef to include either Amiga or Windows specific code)for graphics and input management. This way, the entire core game is functional on a Win32 platform with all the great debugging and profiling tools. This is my current set up:
 
  - Code developed in C, in Visual studio (I originally used QT Creator, but that is too buggy).
  - A few core functions #included for Windows/Amiga as required (e.g., init graphics). AMMX functionality provided via assembly (it's not that scary - I learnt it pretty quick). Which is simply a .s file that VBCC includes when compiling. And you call the asm function from C with parameters as you normally would. It's great.
  - Win32 version directly executable and playable from within the PC IDE (Visual studio for me).
  - A makefile in the same directory, which compiles the Amiga version from the PC command line.
  - FTP server set up on PC, which the V4 connectors to and downloads the executable with a single batch command from Amiga shell.
  - SMB share to the PC for copying game assets etc, when they are updated.
 
  So, in short: write code in C, compile on Win32 and test. Then to deploy and test on V4: go to command window on PC, type 'make'. Go to V4. Open Shell, run batch file to copy executable over FTP. Run executable on V4.
 
  All up, it's probably 10 seconds to compile code on PC, copy, and run the code natively on the V4.
 
  It's a bit fiddly to set up - downloading AmigaOS dev kits, getting them integrated with VBCC, setting up makefile. But once done, it all works very well.


Michael MiB

Posts 22
10 Jan 2021 19:56


Hi,
 
  I asked this question on discord. Thank you for your answer !

posts 10