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Running Games and Apps.

PONG - Anniversary

Tommo Noorduin

Posts 132
04 Feb 2022 10:44


Here is a 50 YEAR anniversary version of PONG. Enjoy.

A pre-release version from last month will be available next month.

V4:
Amiga-os version: P8NG
Atari-os version: P8NG.TOS
(Up to date?) info about bugs(fixes), options etc.: 50yearPONG.txt

Icon image: ping-pong.png

Image: pong.png

EXTERNAL LINK  EXTERNAL LINK  EXTERNAL LINK 



Gunnar von Boehn
(Apollo Team Member)
Posts 6207
04 Feb 2022 12:40


Mega Cool

Thank you Tommo!!


Tommo Noorduin

Posts 132
17 Feb 2022 11:11


Comments & Reaction:

- Original has 10 point win counter.
> This now also, multibal compatible,
  with advantice counter like tennis. press <START>

- We need statistics.
> The scroller now can give this, as it is there already
  and needs lots of text to show. Press <U>pdate.

- It barely fits a floppy!
> Made a simple picture compressor, should be easier now.

- That GTA-lemming with the failed engine could try harder.
> The lemmings confirm, They try harder next time.

- Scroller text is too small.
> Come on man, it is not there to be red.
  It is just a colorfull 50 birthday decoration.
  Secondly it is a nice bridge for the lemmings to walk on.
  and thirth it fixes some program bugs.

- We need a second mouse. (V4sa)
> Patience my friend, The A-team works in
  misterious ways.
  Or you could buy a real amiga and place a v4 inside.

- Lost my bals again.
> If 'multi-bal' is the first text, the invisible
  walls are erected, and you are left with 8 bals
  to play with when the text ends.

& Some bugs got fixed.
(details: 50yearPONG.txt)

Here some great unrelated Ping-Pong action:




Antony Coello

Posts 153
17 Feb 2022 12:18


The text file says: 'Sorry V2 users, SAGA & AMMX needed here.'

Um. The V2 has AMMX and (a non AGA RTG) 'SAGA'.

Any reason why it wont work on that?


Ville Helin

Posts 9
17 Feb 2022 12:49


Pretty hilarious that there is a Pong game that requires a Vampire class accelerator be it V2 or V4... :D


Gunnar von Boehn
(Apollo Team Member)
Posts 6207
17 Feb 2022 14:28


Ville Helin wrote:

Pretty hilarious that there is a Pong game that requires a Vampire class accelerator be it V2 or V4... :D

This pong is very cool.
I can only advice everyone to try it out!

It has very high resolution and looks like truecolor fading effect to me.




DiscreetFX Studios

Posts 140
17 Feb 2022 21:28


This looks really cool Tommo, I'll check it out on my Vampire v4.


John William

Posts 563
18 Feb 2022 00:21


Tommo Noorduin wrote:

Here is a 50 YEAR anniversary version of PONG. Enjoy.
 
  A pre-release version from last month will be available next month.
 
  V4:
  Amiga-os version: P8NG
  Atari-os version: P8NG.TOS
  (Up to date?) info about bugs(fixes), options etc.: 50yearPONG.txt
 
  Icon image: ping-pong.png
 
 
  Image: pong.png
 
 
  EXTERNAL LINK  EXTERNAL LINK  EXTERNAL LINK 
 

I will download it today and play it tomorrow :D


Tommo Noorduin

Posts 132
18 Feb 2022 21:02


Ville Helin wrote:

Pretty hilarious that there is a Pong game that requires a Vampire class accelerator be it V2 or V4... :D
Indeed, You are so right!

Antony Coello wrote:

The text file says: 'Sorry V2 users, SAGA & AMMX needed here.'
...Any reason why it wont work on that?
Actually, i do not know.

Could you test it? It would be nice if it did work.
The main things used are
- 720*576 32-color.
- ammx:psubusb for the playfield fade
(1.1milion bytes to proces: byte=byte-1, if byte <0 then byte = 0)

If that works and there is someone willing to help, there could be
one for the V2.


Antony Coello

Posts 153
18 Feb 2022 22:37


Tommo Noorduin wrote:

 
Antony Coello wrote:

  The text file says: 'Sorry V2 users, SAGA & AMMX needed here.'
  ...Any reason why it wont work on that?
 
Actually, i do not know.
 
  Could you test it? It would be nice if it did work.
  The main things used are
  - 720*576 32-color.
  - ammx:psubusb for the playfield fade
  (1.1milion bytes to proces: byte=byte-1, if byte <0 then byte = 0)
 
  If that works and there is someone willing to help, there could be
  one for the V2.

Well, providing the code or assets dont take 128Mb+ there should be a fairly good chance it works.(Noting some caveats, see below).

I havent looked in at the Vampire range, or been on the discord channel for quite a few months, so things might have changed, but...

Gunnar did mention that he was going to perhaps streamline the Vampire card family (including v2) to a bit more of a unified coding standard IIRC.

I might be a bit rusty on the latest events, but if (e.g.) the game uses the DFF1F4 GFXMODE and this has actually been drafted over to the latest V2 core then theres a better chance of it working out of the box.

Anyhow, Im quite pushed for time ATM, but if no one has done so by then, I will try to test it 'as is' on the 500V2+ on Monday ;)



Tommo Noorduin

Posts 132
19 Feb 2022 09:55


Antony Coello wrote:
Well, providing the code or assets dont take 128Mb+
Less than 4Mb.

Antony Coello wrote:
...but if (e.g.) the game uses the DFF1F4 GFXMODE
Confirmed, move.w #$e05,DFF1F4.
How does not matter, CAN it be set in 720*576 32bit?

Tought of a LOGICAL SHIFT & AND for a fade if PSUBUSB fails.
The result is just a quarter slower, did not expect it to be that fast!
Ques it uses instruction combining and smokes two pipes!

But it looks awfull. There is almost no fade.
A byte by byte slow that does 1/3 screen alternating will look better.
There is plenty of time as it run now at aprox 120hz.

Antony Coello wrote:
...but if no one has done so by then, I will try to test it 'as is' on the 500V2+ on Monday ;)
So, anyone want to anwer this V2 call?



Antony Coello

Posts 153
19 Feb 2022 12:57


Tommo Noorduin wrote:

 
Antony Coello wrote:
...but if (e.g.) the game uses the DFF1F4 GFXMODE

  Confirmed, move.w #$e05,DFF1F4.
  How does not matter, CAN it be set in 720*576 32bit?
 

 

  Well, the AMMX fade code SHOULD be ok and the V2 can do that res/depth. But...
  If that location (GFXMODE) has not (recently) been put into the V2 core memory map, then I think you have to set a screen up through the CyberGFX library (or mess with PLL timing values; NOT recommended).
 
  Anyway, maybe Gunnar should be able to confirm/answer this.
 


Gunnar von Boehn
(Apollo Team Member)
Posts 6207
20 Feb 2022 06:30


Tommo Noorduin wrote:

  Tought of a LOGICAL SHIFT & AND for a fade if PSUBUSB fails.
  The result is just a quarter slower, did not expect it to be that fast!
  Ques it uses instruction combining and smokes two pipes!
 

Both the V2 and V4 cards uses the Apollo 68080 CPU and both have AMMX. This means you can use the same ASM on them.




Tommo Noorduin

Posts 132
20 Feb 2022 22:44


Antony Coello wrote:

Well, the AMMX fade code SHOULD be ok and the V2 can do that res/depth. But...
If that location (GFXMODE) has not (recently) been put into the V2 core memory map, then I think you have to set a screen up through the CyberGFX library (or mess with PLL timing values; NOT recommended).
 
Anyway, maybe Gunnar should be able to confirm/answer this.

Gunnar von Boehn wrote:

Tommo Noorduin wrote:

Tought of a LOGICAL SHIFT & AND for a fade if PSUBUSB fails.
The result is just a quarter slower, did not expect it to be that fast!
Ques it uses instruction combining and smokes two pipes!

Both the V2 and V4 cards uses the Apollo 68080 CPU and both have AMMX. This means you can use the same ASM on them.
I was expecting a different response,
but this one is so in line with the scroller-text of p8ng.
 
Thank you for staying in the same spirit!


Tommo Noorduin

Posts 132
04 Mar 2022 10:44


In this post the post-pre-release version is posted i promised a month ago. (four weeks to be more precise)
Now you can provide evidence that squares can act as round surfaces!
 
Drive teachers nuts by telling em squares can act as if they are round.
 
3364 bytes in size it is not that heavy to transport around,
so it would easily fit in your purse.
Or you could stick it on a 3-letter-stick.
 
It is the first working version, no set_resolution yet, so you have to start it in
720*576_32bit if you want a screen that makes some sence, should work with V2.
 
Pressing joypad-A sets the second bat in mouse1-mode, so you control both bats with
the same mouse.
Mouse-left to exit, some other mousek & joypad functions present.
The jittering in the green bar is the os grabbing time while the main_loop is active.
 
  EXTERNAL LINK 
  - - -
 
P?NG updated.
- introduction of a 'Headache'-bal that finaly uses some bal-dependend settings.
 

 


Tommo Noorduin

Posts 132
06 Apr 2023 19:44


Update:

- Removed 'Headache'-bal, it gave me a ...
- Ping-pong-lemmings now do not stand and wait like zombies waiting for user input.
  They serve and return bals in idle mode.

changes from core SA7.4 to core SA9289
- Removed bugfix for snd, because it is correct now.
- Uses 16 snd channels.
- Fix for changed pmula instruction.
- Fix exit to wb crash because current screenpt must be grabed from $dfe now.

EXTERNAL LINK


Nick Fellows

Posts 176
07 Apr 2023 21:08


I agree.

posts 17