This is easily one of the most exciting project in the demo scene right now. Great video KK. I love the detailing of everything, and the showcasing of all the bugs along the way! It kind of makes you appreciate how much work is involved in projects like these. I guess I would've some assembly snippets/examples... but I guess a lot of people would find that boring to watch. hahahaha. I think you have found a nice pace with a lot of gratifying visual examples!
Thanks! :) I'll definitely would like to dive deeper into the engine tricks at one point, especially that the floor/ceiling height handling is going to be completely rewritten. But still... the greatest effort at this point is making these videos - incomparable to coding the game itself. :)
@@KKAltair , I wonder if you not only plan on making this video game demo as a full game, but also make it for the Amiga 1200, as well as other systems like the Sega Genesis/Mega Drive, SNES/NSFC, GBA, DS, Saturn, PS1, PS2, OG Xbox, and other systems? Also, do you plan on making actual Doom ports for the Amiga 500 and Amiga 1200, as well as SNES/NSFC, Sega Genesis/Mega Drive, GBA, DS, PSP, PS2, PS Vita, Android, iOS, Google Stadia, Ouya, and NEC PC-Engine Duo? Please let me know the answers to those questions. Thank you.
@@paxhumana2015 It will work on Amiga 1200 just fine (and even better). Other system are considered, but nothing definite - I don't have an eternity to spend on this project, unfortunately. :)
2 biggest hypes of 2020/2021 - DREAD and Cyberpunk2077 (in 00:06:20) . Perfect video for waiting time. Still I believe DREAD is already better optimalised and got less bugs;). GOOD JOB! is not enough!
@@Wilus0 DREAD seems to be better and better optimalised than Cyberpunk and got less bugs as I predicted. C2077 unfortunately is like 5/10 - this is something I have missed. Mediocre and dead game.
@@KKAltair That was always the Amiga's burden. While the potential of the Amiga was there, it was more difficult see and access in comparison to other systems. Other systems (PC,Mac,ST) didn't have any more potential than what was obvious and much less of it.
I'm really impressed by the performance you manage to squeeze out of a A500. I played different Doom clones/versions on my A1200 in the 90s. I even overclocked my poor Blizzard 1230 to 60 MHz go gain higher FPS. Keep up the good work! I look forward to the finished game.
I like how a thing which could be taken for granted, namely the menus, are cut down exactly into shape, so to speak, and optimised. The things that establish the game's style aren't gotten rid of but still, every effort is made to make it easy on the computer!
I have never owned an amiga but I am really impressed at what you're pushing out of it, it definitely looks like a game that's solidly between Wolfenstein 3D and Doom and the more you work on it the closer it gets to Doom. Would definitely have blown peoples minds back in the day!
This is amazing, the best thing i've seen in the Amiga scene since the Vampire. Way more worthy than the garbage recycled platformers everyone keeps trying to make, we had enough of those in the hey days of the Amiga. Well done so far sir, please continue to work on this remarkable project.
Tough dropping the Performance i like checker mode for the good dithering. 1. The blocky edges are presumeably smoothed if a crt is used 2. Every Doom like game on an A500 running in the two digit Framerate bullpark is stunning in it self... So i like the cheker screen mode but i understand the limited space and time.... but still i like it And the into screen is top!
Thanks! :) If you prefer things smoothed out, then A520 modulator feeding composite to SyncMaster 710MP* gives perfect horizontal blur. :D (* believe me or not, I found one in perfect condition in trash next to my home; apparently heavens knew who could use one :) )
I don't have Amiga and I'm not really interested in Doom. But I really enjoy this series. It's great to see how limitations of platform can be exceeded!
First person games always made me feel immersed in a way no other genre could, so when games like Catacomb Abyss, Wolfenstein 3D and Doom came out, where you were not only seeing through the eyes of the character, but doing so in a smooth-moving fashion, I was forever hooked.
On the sharp display here, Scanlines really hurt my eyes. The standard mode still looks the most natural to me. Checker was kind of nice, but the loss of resolution at distance is too great.
Wow amazing project! I actually enjoy watching your documented mistakes. Seeing all the complex mistakes that even an expert coder can make allows all to see the difficulty in what appears to be the most simple effect such as moving letters in the main menu. It gives appreciation to the project and hopefully appreciation to other projects as well. Thank you for these videos. We are lucky to have such a contribution to the Amiga scene.
This is typical process. You start somewhere, and improve, until you get everything fine. If something works fine first time, it always makes me suspicious. :)
Very impressive. That is some hardcore optimizations there :) Also it really looks great. If it gets some good sounds as well, I think it could have been a proper Doom competitor if it had been released back in the day, and maybe helped stop people from moving to PC.
This is simply amazing. I used to write for french Amiga magazines back in the days and we had a special issue when Doom was availble. But it was on accelerared Amiga, it's glorious to see that this project is running on an unexpanded A500. Congratulations !
Another great vid! Love the work on the intro and menu. Plus giving people the option for different screen effects, although the default is by the easier on the eye!
Thanks! :) We have already developed a way to encode dithering to improve the resolution, so once it's there, only default & scanlines modes will make any sense.
Perhaps some suggestions for your game: - add a possibility for free key bindings. - could something like "fast load" and "fast save" work? Like modern games have? You know, via F-Keys. - will there be vertical mouselook? - you really could change the colors of the muzzle flash: if you don't have a hand shown with a weapon, don't make the muzzle flash the same color as every other weapon with hand on screen. So you could make "energy weapons", lasers, plasma guns etc. - is your engine able to make levels with higher and lower floors? Reachable via stairways or elevators? Please allow me to add something: your work (all of you) is awesome! I love you for your efforts (in a hetero-friends-way). It's a pity, my skills in Amiga Programming, Graphics and Sound are too poor. Because I absolutely would support you. Maybe I will find someone who is willing to start Amiga Games Development and together as a team we could start to learn from the scratch an improve skills.
Pretty cool procedural rendering, elegant and space saving. ;) I think all the rendering modes are good, besides frame rate there's also the kind of screen used to display them to consider Ie. CRT or LCD. I wouldn't give up on Checker completely since the performance gain is there albeit small and someone will want it. Options are good, I don't like Scanlines but others do. Getting better all the time. :D
Checker takes additional 32kB of Chip RAM, which I would prefer to use for sound/music samples, for example. Also Checker takes some performance away because of the extra Blitter pass required.
It wasn't obvious at all. I usually normalize the player movement vector in my PC/mobile FPS games*, so the player always moves at the same speed. But on Amiga I'm cutting corners, so the less math, the better. :) * of course by this time (I'm 38) I have tons of unfinished stuff sitting on my disk; may be interesting to cover some of them in videos one day. :)
I really enjoy seeing the mistakes made along the way, as it shows some of the difficulty that has to be overcome to get the best out of the hardware. I'm really looking forward to seeing how fast this plays on a faster system.
Always so exited when you post a new video! And never disappointed and to be honest I do not like DOOM too much either...was always 2D for me.. BUT when I see AMIGA i am there! 😂😂😍👍
This is incredible! Mercenary - Escape from Targ for me as a kid was as close as I could get to playing a game like doom. I really envied other kids who had a pc and could play doom. I can't get over how much you've got the 500 to do! Textures! Freedom of movement! Zero loading! All at a respectable frame rate!
Thanks for mentioning Mecenary - never heard about it. :) I grew up with Death Mask, The Citadel and Behind the Iron Gate on Amiga 600, so I knew that feeling as well. :) Still, "zero loading" is a far fetched statement - WinUAE can instandly load an exe, but on real Amiga it takes quite some time before it starts.
Considering the limitations you are up against with the good old Amiga 500, this is looking stunning, and it just goes to show what the machine really can do when it's done in the right way. I shall look forward to its release...Keep up the great work ;)
Nice result and pretty fast for an 7MHz 68k Amiga :-) To me the checker screen mode is quite ok and may be a nice-to-have option. Thanks for sharing your coding steps including the "crashes" what almost every Amiga coder has been through :-D
Thanks! I'd love to meed a coder that didn't! :) The checker mode uses extra 32kB of chip RAM, so when we start pushing A500 to the limits it will be the first candidate to get dropped, but for this reason alone. And we have something on our roadmap that would make this mode pointless anyway. :)
Absolutely amazing. Whilst I love the gameplay, atmosphere and level design of the original Alien Breed 3D, in terms of graphics, your game puts it to shame... and that required AGA. If you keep the scanline mode, could you automatically boost the overall brightness to offset the darkening effect? It's really impressive that this can run on an old A500 and still have so many features.
Thank you for keeping this series going and sharing your work in progress great to see how you resolve issues and optimize every byte. Really like the intro "Dropping the Dread!" the shake is good effect will there be a sound effect when each letter lands?
Regarding the render modes, I actually think the checkerboard is good. It's not as bad as the usual 2*2 copperscreen routines from early AGA doom clones and the dithering works well. For the scanline version, on a real CRT, you could probably get away with brightening the palette to compensate for some of the darkness
The copper is to slow to produce a 2x2 pixel, so it's usually a 4x2 ones, with every second row shifted 2px right to fake the higher resolution (like my shake mode). I'm already using maximum brightness for white, so on the CRT all you can do is turning the brightness knob up.
Looks great as always! I think the shake mode is both an interesting visual artistic effect as well as an improvement in overall smoothness of the graphics. I'm conflicted on whether default or shake is better. Definitely not scanlines though, that's hard to play.
Amazing. I notice the movement is more like wolf3d than Doom. I personally think the heavy inertia of Doom guy is what makes Doom Doom. It becomes a kind of racing game where there's skill to just moving about efficiently.
I have to agree with KK, I think you can basically come close to the finish line. like 80-90% finished before a boxed version/kickstarter becomes reasonable... HOWEVER, big warning flag for KK, watch 8-bit guys episode "Planet X3 - The Making of, Part 4" Watch from 26:00 and onward. This is important. If there is a gigantic demand for physical release this can be hard to make, perhaps the toughest part of the project. I don't even know if diskettes are made, I found one company making 1.44MB disks in China, but the copying process must be outsourced if possible. If this can't be done I suggest to offer the box , floppy stickers, manual, extras etc. However, leaving the disk copying + assembly to each individual instead. It isn't a lot of work for each individual, but it is MASSIVE workload to produce let say 1000 game sets for a single individual. (not to mention the poor floppy drives)
This mode will definitely stay as an option, because it doesn't cost me anything to have it. But at least for me, it's too dark to be playable (video doesn't give it justice).
Congratulations for the great job, can I suggest you take a look at the Megadrive port of Wolfenstein? because it uses an interesting dither effect that interchange the pixels each frame and blend the colours very well.
I got curious and downloaded it, I was also gonna recommend a similar technique, or at least to try it and see how it fares. :) I guess it's the same technique as was used in the Sonic 3D Blast FMV intro. :)
Looks like they used exactly the dithering approach I'm currently using. I've just looked at some RU-vid videos, but their dither pattern appears completely static. Just as in my default mode. This, and the fact that the Wolfenstein performance is roughly the same as Dread is a very good news, because now it looks like Megadrive port of Dread should be quite easy to make. :)
This is looking great! I love that you're not trying to "make doom" but trying to prove that something similar is possible. Looks like a nice moody version of Wolf 3D and I mean that in a good way. Let's face it, back then while we wished we could play Doom, many of us couldn't actually afford a PC that played it well. So truth be told, Wolf 3D played well, while Doom was a struggle when it was "new".
@@005AGIMA It's just an exe now, so can run from a standard boot ADF via the startup sequence. I could probably save some more kB's by making a custom boot, but it will be in due time. :)
Very nice! I guess the blood texture could be stored RLE compressed, as it has lots of contiguous areas of 0 or 1, to save more memory (might need a software blit straight from the compressed data however). The shake effect is not great, yes, but maybe if exaggerated as a health-low state (or similar 'low energy / temporary vision loss' type effect). I'm sure you have ideas for these scenarios already of course. >12fps is excellent for a base Amiga. Also I note that as the gun points forwards only, most people's focus will be on the centre of the screen. Maybe a simple form of foveated rendering could be engaged, with the centre of the scene rendered at a higher horizontal resolution than the edges - might look odd in static screenshots but might play okay, or maybe the transition between the two would be too jarring.
RLE compression could help, but I wasn't that desperate for memory yet. :) Foveated rendering would increase the renderer complexity and probably won't help. It also would make things look worse, so I don't think it's worth it.
Love it! Can't wait for more custom level and enemy art! Did you settle on any enemy types you are going to include? A nice variety of types would push it a long way toward feeling like a full game. I'm hoping for more than just dudes with guns, and more colorful sprites with distinct silhouettes. Also, are you going to limit enemies to only one facing direction, or is it possible to have 2, even if only for their idle phases? This way AI could allow the player to catch enemies "by surprise". Oh, and a bitchin' artful loading/splash screen could be neat too: )
Ultimately I'd like to support as many monster types as artists and community could make, with each map loading required ones (up to RAM capacity). The graphics are going to be reworked, and from what I've seen, our artists prefer a bit more vibrant colors and palettes. I'd love to have 8 directions, but RAM calls again. Surprised enemies will be great, but I definitely don't want to just add a backfacing frame(s) - Project Warlock did exactly that and it looked odd, more like enemy is ignoring you actively turning its back to you. But nothing is set in stone and we will definitely experiment, as such ideas already were floating in the team.
@@KKAltair Another cool idea would've been to vary palette between levels, like having a greener palette for sewers, or a redder palette for something like a foundry level. This would be a cheap way to add some variety to the game at the cost of just a few bytes and a very Amiga thing to do!: )
simply amazing. :-) btw, you could reduce loading time / exe size if you use some procedure to create the blood layer, maybe from two or three tiles. also maybe only create half of it, then mirror it. to avoid perfect symmetry maybe move part of the resulting bitplane some pixels up / down / left / right.
Hahahaha, yeah, you even went to my channel to get your daily dose of Dread. ;) I hope I can cover some of my future work in Dread. But I think it is best if I released my content in KK's videos, and I will mention it and show some footage on my own channel in the "quick bits" episodes. Right now my life is kind of crazy and I have to concentrate on Unsung, So my agenda is basically Street Fighter II AGA (release next week perhaps) > Unsung - Making of an Action Stage > Personal video > Quick Bits (Hopefully new Dread stuff, need to talk to KK about his timeline though)
Feedback on screen modes. The default remains the best in my opinion. Scanlines is too dark, makes the weapon stands out a bit strangely and it gives the feeling that the character is in front of a screen. The blurriness of the shake mode would be too problematic for me, this without increasing the performances. Checker would be an option if it made the framerate drop from 15fps to 14fps for example, but here it really seems to make the game shift from playable to unplayable. I would consider this mode if there was a screen reduction option available and it allowed a framerate comparable to Default/Shake modes. Also, you say that you have a few ideas to improve sprites and textures resolution and that's one of the thing I was curious about. Just like John Tsakiris said about the freedoom weapons that didn't respect pixelart conventions and were harder to put into 16 colors than those of doom, I was wondering if the textures and sprites could be made slightly friendlier to the effect you use in order to increase the FPS in DREAD. Anyway, I'll wait for your next video. :)
I could disable the sprites together with scanlines (in fact, it required a trick to still show them with the screen off), but they aliased behind the blanks during movement and didn't look good.
@@KKAltair Yeah, and anyway it'd be a bit of a waste to scanline them. I just meant than scanline mode isn't for me. But others seem to like it in this comment section.
For next episodes :3 maybe show some of the processes you work through, when mapping? Talk about the differences (if there are any) to DOOM mapping, sectors, linedefs, and maybe ones you changed? The sky texture would interest me too, and it'll be changing depending on what map you're in. The colour of the ground and ceiling, changable or not, and how big maps can become (as in memory), where the limit will be. Will it be possible to have a music player in this? Thank you very much for this one!
and I thought alien breed3D looked good! Awesome work guys. Just out of curiosity: would the aga chipset bring any improvements in IQ? Or is this more cpu/fastram bound
looking so good. .lots of potential. i can see that when you finish this and if you release the code, people will just port over doom as close as they can and send a copy to john carmack hahaha
That's really really impressive! Just a question, do you think it could be possible to add a sort of texture also to the floor without affecting too much the general performance ? :-)
Well... I'd love to, but floors are much harder to draw than the walls, because they need actual 2D texturing (drawing walls vertically only requires scaling in one dimension). So unfortunately, no.
@@KKAltair Yep, but maybe you could make them activable (and deactivable) in the game options so that eventually users can activate them in the case they have a faster cpu (68020 for example) ?
Fantastic work out there. It looks like there will be great title for basic A500. I hope it will work with 0.5MB Chip and 0.5MB Slow (A500 rev 5). Also that it will tolerate accelerator cards and have HDD installer.
Great video as always :) Great name for the game!! Menu looking very good. You might consider option to map keyboard and maybe support for CD32 pad? Normal mode looks the best to me. I'm not so sure the dither modes etc. will be used by anyone. Seams the gain in fps is quite low. Maybe an option to change screen size would be good? That does not need to be in the menu but in game +, - I would like to see a video with more enemies and maybe possible to polish the existing one a little? Keep on the great work :)
Keymaps and control modes will come at one point (people have joysticks, too). Scanlines mode is good for masking low resolution, and cheap, so I see no point in not keeping it. I'd like to add screen resizing, but weapon sprites would need to be either scaled (with poor results) or repixelled for each window size.
To jest zajebiste! CHECKER rządzi! No chyba, że coś jeszcze da się wymyślić z tym DEFAULT, ale jak dla mnie zbyt pionowe pixele.. Co do reszty trybów, to się przydadzą! SCANLINE może być trybem, gdy gracz założy jakiś hełm w grze - z tym, że fajnie byłoby mieć scanlines w mniej czarnym kolorze.. A tryb SHAKE? Idealny, gdy gracz już ma mało życia, niemal mdleje, wizja mu się rozmywa! Albo jak wypije jakąś miksturkę w grze :D Ogólnie CHECKER daje to high-res next-gen wrażenie, a reszta trybów sprawia wrażenie gry na C64 - bez urazy dla fanów;) Gdyby dało się te pixele zrobić mniej pionowe w trybie DEFAULT, to może dałoby się jeszcze żyć, choć i tak CHECKER lub jakąś jego odmianę bym zostawił. W najgorszym wypadku przyda się do jakiegoś trybu gry, miksturki albo end-bossa czy specjalnego levelu..
this is some really great work ...if you can do this on a stock amiga,500, you would be probably able to put some quake-esq game on an amiga 1200 and GTA 3 on an Atari Jaguar
68000 instruction set has very versatile MOVE instruction. And I completely unrolled the loop here, so it's 1 instruction per pixel. At 160x100 it gives a very decent framerate.
This is very impressive work! The idea of a doom clone on a 500, was up until the starting of your project a dream. While a lot of stuff is above my head, you break down and explain your work and the challenges really well and is really interesting to watch. One question I would like to ask, there have been some good homebrew arcade ports on the Amiga. Once this project is done would you consider doing a port of Double Dragon? It is one game that could use your coding talent as the orginal port was a big let down. Thanks and keep the good work up!
Thanks! :) Sadly, I'm not really into beatem-ups, so I'm not really into porting the DD. But if you like the genre, then you definitely should check Metro Siege from Pixelglass - a project John is currently working on.
Definitely. When I started the first prototype, horrible performance made it look borderline possible, if at all. But now I have thought a lot since then and came up with an algorithm I'm pretty sure will work. :)
That's amazing. I love that part when you are able to do things that people thought are impossible. Are you planning any "support" for stronger Amiga models? Higher Res, better quality?
Fascinating. Will AGA and/or accelerator users get some extras? Given the speed it runs on 7mhz I guess it's 30fps on 020 and flies on a 030@50mhz. 1x1 pixel mode for beefier configs maybe? Many of us have some sort of expansions. (Don't get me wrong, I love the fact that it runs like that on a plain A500!)
020 is about 20+ FPS and it scales up further - until Blitter chunky 2 planar becomes the bottleneck. 1x1 pixel would require major rewrite, which I don't think about because plain old Amiga 500 is my target. My point is: accelerated 1200's already have plenty of nice FPSes running. Amiga 500 has (close to) none. :)
Just noticed that during one of my pre-publish reviews. Maybe I'll make it default speed and make nightmare even faster. Unless they start getting stuck in the walls, that is. :)
I'm having trouble with cursor keys on the main menu using my accelerated A2000 (GVP '030). It seems to be running in the background but not responding to the cursor keys or the return key to make a selection. Works on my A1000 but since I have an NTSC A1000, I am not seeing the entire screen. I tried the A2000 again this morning. I was able to move through the menu right away but then it stopped. Maybe it is freezing after all?
Would it be possible to have a scanline mode, where you are skipping every second line, but not skip the displaying of it? It would squash the display a little but I think it might look less dark and should hopefully run the same?
I love this sort of programming where you are using the lowest powered application (A500). It means that when you complete the project you will have a great game that runs on ANY Amiga. But you could develop from this base model optimised versions for more powerful Amigas. This leads away from lazy coding that relies upon pure grunt rather than finesse. Not mentioning any thing in particular ......
Hey :) Nice vid again. I'm curious as to what happens at 11:06 though, is that a rendering bug ? It looks as if the texture is being drawn on the whole pixels column ? As for the rendering options, i think scanlines look the best. If you made everything brighter, it would probably be the best of both worlds. I thought i'd like the Checker the most but it doesn't look as good as scanlines and comes with a performance hit so...clear winner for me is scanlines :)
Yes, a few rendering bugs still remain, but I don't bother hunting them as I'll be rewriting huge parts of this routine to support varying floor and ceiling heights. Sadly, I can't make everything brighter, because I'm using full range already. But I'll see whether implementing gamma correction is worth it.
@@KKAltair Ah yeah...i meant just using brighter colors for enemies for instance. But still, it looks good i think with the scanlines. Can't wait to see the next video :D keep up the good work hehe
The Checker mode looks so much better than the vertical lines - I'd prefer the blurred over the lines - how about a mode that flips left and right blur each frame? use persistence of vision?
I think he means the shake mode there. I think he means some form of temporal blur that runs at 50Hz (or 60Hz NTSC) on the displayed frame: Frame 1: Even lines shake=0, odd lines shake=1 Frame 2: Even lines shake=1, odd lines shake=0
@@KKAltair - You're the expert ;) I just remember such tricks being used on the C64 and it offering a greater perceived resolution - I don't know if it was shifting alternate lines or if there was a more complex pattern at play - but perhaps it might be worth exploring?
@@KKAltair - ok after watching again and to clarify - shaking the shake mode might be worth exploring - as well as flipping the checker pattern. You know how the stippled shadows looked in GTA4 on the PC? PCF filtering was it? anyway - yeah man - that 'hazy' pattern gave a pleasing film grain quality to my eye
@@KKAltair - I've devised a super cool graphics algorithm for 2D shadows that makes use of bitplanes and writemasks as well as bands of colours and stipple masks to make soft edges - I'd love for you to see the technique as I've implemented it using FreePascal and the concept in the hands of a low level Amiga coder? would rock hard.
How practical would it be to add floor/ceiling texturing? I don't think the game needs it, I'm just curious as to how far it could be pushed. I recall doom using a flood fill algorithm for this which doesn't seem particularly efficient to me. There must be quicker ways of doing it
Doom didn't use floodfill, but while drawing walls recorded vertical segments where floor/ceiling should be added, and then converted these vertical segments to horizontal scanlines with a simple algorithm. And if I were to do textured floors/ceilings, I would do exactly the same, because I don't see any better approach. You have to draw floor/ceilings horizontally (to avoid perspective correction), but you get the information where to draw them during the vertical pass. But this process alone isn't that costly. The major problem is that drawing floors/ceilings is much more costly than drawing walls. When drawing walls, you just draw vertical stripes and texture them with 1-dimensional texture (the other dimension - texture X coordinate - stays constant for the entire stripe). But for floors/ceilings you have to perform true 2D texturing, which is doable, but takes much more time and space (64k for one texture, for best results).
@@KKAltair Interesting! I must revisit the sources. I thought I'd read it somewhere, maybe in the tricks of the game programming gurus book or something. Unfortunately, early in my interests in 3D, I got lured by the dark side of hardware rasterisation. My first RTG card was the BlizzardVision and never revisited software techniques beyond looking at quake polygon rendering.
I hope you plan on adding .mod background music to the game. I don't think I've seen many of the other doom clones on the amiga do that. Not sure if FEARS counts since that's just droning ambience.
MOD player is already there and was working the last time I checked, but the major problem is the limited amount of chip memory size. My dream would be to implement a new music format and player with wavetable features, but time will tell. :)
@@KKAltair It would be very possible to do instruments based on simple waveforms without getting that chip music sound. :) But I understand that you might prior sound fx rather than music in regard of chip mem. Especially if one skip drums and focus more on atmospheric music than up beat music, in contrary to e1m1 :P
@@d_vibe-swe Adding sound FX is currently top contender for the topic of the next episode. And then the SFX engine hopefully could be adapted to play music as well. And as far as the wavetables go, I've managed to play them on Atari 2600 (even played a gig - video is on my channel) and it didn't sound too much like a chiptune - one sweep of filter, and the feeling is supressed. :)
@@KKAltair Great project so far KK! You might find this video useful for ideas about a music format, especially for low memory and cpu usage. The part beginning at 2:20 seems like it could be good for Amiga hardware ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MM8ydwgLN6A.html
I love this series and what you are doing.. are you running it via emulation ? out of curiosity have you ran it on an 030 or 060 just to see how it performs ?
Mostly emulation, because every time I ran it on a real machine it worked basically the same. So it's easier. Faster machines run it naturally faster, but it caps at about 30 FPS because Blitter becomes a bottleneck.
@@KKAltair i can imagine that being the least fun part of it all.. you're doing a great job on the vids too.. if i was there i would edit them for you :)