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AmiGTA v0.0.1

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@angree angree released this 28 Aug 10:39
· 2 commits to main since this release

First release. You can walk around Liberty City, steal a car and drive it.

This archive contains no game data and nothing derived from it. You need
your own copy of Grand Theft Auto (1997) for the PC. Two files from it —
style001.gry and nyc.cmp — go into the GTADATA drawer that is already in
the archive, and gtabake converts the art on the Amiga. Full step-by-step
instructions are in README.txt inside the archive.

What is in the archive

file screen backend
gta-aga 320x200 AGA. The reference build; every speed figure is measured with this one.
gta-rtg240 320x240 CyberGraphX / Picasso96. More of the city on screen.
gta-rtg480 640x480 RTG. Renders 320x240 and doubles it — a 68020 cannot rasterise 640x480 at a playable rate, so this way the picture is sharp rather than slow.
gtabake The tile converter. Runs on the Amiga, on your own files.
run Startup script. Its last line chooses which build starts.

All three read Work:backend.txt if it exists — one word, rtg, aga or
wb — which overrides the built-in default.

What you need

  • 68020 or better. No FPU is required and none is used.
  • AGA for gta-aga; a CyberGraphX or Picasso96 8-bit screen for the RTG builds.
  • About 8 MB of fast RAM to play. The one-off conversion wants about 6 MB free.
  • A 1 MB stack — the run script sets it, and the icons ask for it. It is not
    optional: libnix gives a CLI process 4 KB and the loaders go well past it.

Works

The city renders in 2.5D with the original's own projection and no gaps in the
geometry. You walk, run and turn; pedestrians walk about in varied clothing;
traffic drives itself along real routes, gives way, queues and takes corners as
an arc; you get in and out of cars and drag the driver out if there is one.

The driven car uses the original's own physics — mass, moment of inertia and
contact point are the game's own numbers, not values tuned by hand. Clip
another car on the corner and it rotates; ram it square and it slides. A light
car does not shove a tanker.

gta-aga runs at 59.8 fps on the project's calibration machine — a 68020 core
with the throttle standing in for a faster CPU, JIT off. That is a measurement
of one configuration, not a promise about your Amiga.

Not there yet

No missions, no weapons, no police, no wanted level. Sound is not wired up.
Tyre marks, blood and oil are not drawn. Liberty City only.

Licence

MIT, except the two chunky-to-planar kernels, which are © Mikael Kalms and keep
their own headers. Grand Theft Auto is © DMA Design / Take-Two Interactive;
this project is not affiliated with them and ships nothing of theirs.