1

Hey guys,
just want to show off my efforts in creating a port of my Amiga500 SHMUP "Inviyya" for the Neo Geo.



I am writing my own little engine for this.
Have still some glitches going on, but I am optimistic that these will be gone soon... wink

Thanks for your attention.
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2

Hello , good jobs !
Which SDK do you use?

3

Kannagi (./2):
Hello , good jobs !
Which SDK do you use?

Hey mate, thanks for the kind words.

On SDK: none, writing everything my self.
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4

You should at least use a compiler or do you write directly machine code ? wink

5

[b]Tigerskunk (./3):
On SDK: none, writing everything my self.
Awesome, to start from scratch and have such a result

6

Looks great! Love all the enemies and attack patterns! Looks like fun!

7

totologic (./4):
You should at least use a compiler or do you write directly machine code ? wink

I use VASM as an assembler. I write everything in 68K asm. But I got quite used to it over the years... wink

Thanks once more for the kind words, guys... smile
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8

I love the animations !!
Congratulations for such a good result.
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@originalfei
Homebrews Connexion
In pixels we trust.
ORE WO DARE DA TO OMOTTE YAGARU !

9

Hello
will you realise an NeoGeo CD version ?
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La Neo Geo CD à son site (en tout cas elle essaye...): http://neogeocdworld.info/
Le forum de la Neo Geo sur Yaronet: forums/264

Un petit site sur l'Atari Falcon avec plein de trucs bon pour votre poussin: http://falcon.ti-fr.com/

10

Hello kuk,

definitely concentrating on the MVS and AES versions right now, since a Neo Geo CD version needs a different assets handling (mean, loading them instead of them being just there wink ) plus a different building process.

If nothing works out with the carts getting manufactured, I will consider a CD version.
Or maybe later on after the cart version was getting done.
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11

How are you at right now? Do you have another video? smile
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Highway Runners, mon jeu de racing à la Outrun qu'il est sorti le 14 décembre 2016 ! N'hésitez pas à me soutenir :)

https://itunes.apple.com/us/app/highway-runners/id964932741

12

Hey Brunni,
I am currently fusing my Neo Geo engine into my Amiga engine, so I can use one engine for both. Ideally, in the end I just push one button and get two versions out of that.
As one can probably imagine, this is kind of complex, but I am on a good way right now.

Was able to get my assets to convert for both systems and startup both of them and it worked.

Here is the NeoGeo one:
Inviyya - Tiny little teaser. ;)| By Inviyyawww.facebook.comTiny little teaser. ;)


But there is still some massive work ahead there.

On the game itself, I ditched the idea of porting over the first game, and started working on Inviyya 2..

inviyaa0.jpg

2.png

The Neo Geo version will have higher detailed more colourful parallax backgrounds as seen here in this mockup:

280748528_3134740943407277_6109918995090750052_n.png?_nc_cat=109&ccb=1-7&_nc_sid=730e14&_nc_eui2=AeH34KXQV6JfD0qeJtFJzF7xn-JJvBzCfhef4km8HMJ-F5ZZq5PUndVEffY7i2W2bzaDgVyDdpnLJUFr2xFumXvb&_nc_ohc=Icef8xA4SVEAX_hat5M&_nc_ht=scontent-frx5-2.xx&oh=00_AT9mbjFVXqZYWA9xsB-6i0bDHGSrS_1edUN_uwqVdLeNoA&oe=62928C85

And you can watch the episode on Amiga Bill's twitch.tv stream where I show off the game for the first time:


Have fun!
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13

Oh, nice. So you're limited to 32 colors for your graphics right?
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Highway Runners, mon jeu de racing à la Outrun qu'il est sorti le 14 décembre 2016 ! N'hésitez pas à me soutenir :)

https://itunes.apple.com/us/app/highway-runners/id964932741

14

Actually I am using 64 colours in the foreground, because it's running on an AGA machine (A1200).

I will be using more colors on the NeoGeo-Version, though. wink
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15

Thanks for the news smile
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@originalfei
Homebrews Connexion
In pixels we trust.
ORE WO DARE DA TO OMOTTE YAGARU !

16


(please watch with 1080p60fps selected in the quality settings)

Some new footage..

Still unoptimized gfx and no sound yet, so expect a lot of tearing and slowdowns..
But we are getting somewhere... wink
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17

Nice!
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Zeroblog

« Tout homme porte sur l'épaule gauche un singe et, sur l'épaule droite, un perroquet. » — Jean Cocteau
« Moi je cherche plus de logique non plus. C'est surement pour cela que j'apprécie les Ataris, ils sont aussi logiques que moi ! » — GT Turbo

18

Great work, coming along nicely!

I too have started a project in 68K ASM targeting both Neo Geo and Amiga. Like you, the idea is to use a single core for the game and be able to build both versions from it. I started out using gnu AS but have had a look at VASM; yet to make the switch though as I haven't seen any VASM projects that use a linker (not a fan of the monolithic source file).

My progress (blog); http://retroports.blogspot.com/. Early days yet as I've just started on the Neo Geo side of things and got hung up on nuances of the shrinking sprites. But intending to push forward and deal with the issue later (it's not critical).

Question; for the background are you using chaining sprites and the wrap-around properties? I rolled my own scrolling tilemap that doesn't wrap around...

19

Not sure what you are meaning exactly with "wraparound properties".

My code simply resets the x position of the sprite that scrolled out of screen and its tile pointer... wink
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20

Tigerskunk (./19) :
Not sure what you are meaning exactly with "wraparound properties".

My code simply resets the x position of the sprite that scrolled out of screen and its tile pointer... wink
If you chain enough sprites together, they wrap around from one border to the other, and you can simply keep moving the first sprite, wrapping its coordinate likewise.

Anyway, sounds like I'm doing similar to you. When a sprite scrolls off-screen, I disable it, unchain the next sprite, and enable and chain the new sprite scrolling on from the other end.

What I'm actually doing now (twice as many sprites as are shown on-screen) is a bit different to what I had initially, when I wrote that message, (just enough sprites to show on-screen) but that's for reasons that make more sense to Xevious specifically.

21

tcdev (./20):
Tigerskunk (./19) :
Not sure what you are meaning exactly with "wraparound properties".

My code simply resets the x position of the sprite that scrolled out of screen and its tile pointer... wink
If you chain enough sprites together, they wrap around from one border to the other, and you can simply keep moving the first sprite, wrapping its coordinate likewise.

Anyway, sounds like I'm doing similar to you. When a sprite scrolls off-screen, I disable it, unchain the next sprite, and enable and chain the new sprite scrolling on from the other end.

What I'm actually doing now (twice as many sprites as are shown on-screen) is a bit different to what I had initially, when I wrote that message, (just enough sprites to show on-screen) but that's for reasons that make more sense to Xevious specifically.

Mmmh, I don't chain sprites. I have a table of x coordinates that I update, and that's it basically... wink
Haven't thought about vertical scrolling yet, tbh. But will have to do soon..
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22

Little update here as well..



Sound & music is working, just didn't switch it on here...
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23

Looks great! top
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Zeroblog

« Tout homme porte sur l'épaule gauche un singe et, sur l'épaule droite, un perroquet. » — Jean Cocteau
« Moi je cherche plus de logique non plus. C'est surement pour cela que j'apprécie les Ataris, ils sont aussi logiques que moi ! » — GT Turbo

24

top
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@originalfei
Homebrews Connexion
In pixels we trust.
ORE WO DARE DA TO OMOTTE YAGARU !