this is Daytona675x (aka Hornet600S, almost two decades ago at shmup-dev.com).
We are currently developing the first real bullet hell shmup for the good old Commodore Amiga 1200 (and compatibles, including the Commodore CD32 console).
"We" are
Gfx - Crome
Music - Triace^Desire
Code - myself, Daytona675x^GoldenCode
Also, I bought some gfx from Matt Walkden over at itch.io and somewhat adjusted them for our needs.
The game runs on basic stock A1200 configurations:
- CPU: 14 MHz 68EC020
- RAM: 2 MB Chip RAM (= slow RAM, shared between CPU and the custom chips)
- Display: PAL lores, 304 x 256, 50 Hz
Apart from some bug fixes and things like even more optimizations and stuff like a score-screen and a nicer highscore section, the engine is pretty much complete; it's fully playable.
So the major work now will be level / enemy / pattern design.
Right now it still contains some placeholder gfx as Crome is currently concentrating on the 1st levels tileset.
Due to the pretty hefty hardware limitations and "exotic" engine features, this is not an easy task.
Some of those hardware limitations are:
- background only 16 colors (plus palette changes per tile-row, with other restrictions, of course).
- foreground (bullets and floating enemies) only 15 colors (plus per enemy palette changes, if not overlapping).
- bg/fg is done using the hardware's dual-playfield mode (2x 4 bitplanes), which happens to be the only way to get the bullets on top of the hardware-sprites.
- 8 hardware sprites (players, player-shots and all explosions are made with those), heavily manually multiplexed.
The hardware groups them into pairs (0/1, 2/3, 4/5, 6/7).
Each pair can either have the same 3 colors. Or a pair can be "attached", then it becomes effectively 1 sprite with 15 colors - but all such attached sprites have the same colors.
Also, due to DMA restrictions, the hardware will start to lose sprite DMA when you start using horizontal softscrolling, because then the display DMA needs to fetch extra bitmap data (the incoming additional set of pixels) and it "steals" that DMA time from the sprite hardware.
The common remedy is to lower the horiz. resolution and to move the display's start to the right - well, we tricked us around that
The blitter can copy and or/and bitplane data, the copper is a mini processor (three commands), synced with the display, to adjust hw register contents at certain screen positions (not at every pixel, of course). Both are heavily used.
The game is still without a name. An earlier prototype, made with another graphician who left the team, was named "Hyperborea", but this is past.
Anyway, our goal is to have it all done until by mid 2025 so that we're ready for release during the upcoming Amiga40 event in Germany

Here's the latest WIP video:
https://youtu.be/YeinozOIxeA
Cheers,
Daytona675x