Signal
A Frogger-style lane crosser that introduces the Amiga's custom chipset symphony.
What You’re Building
Cross the road. Ride the logs. Reach home. Don’t die.
Signal is a Frogger-style game where you guide a frog across busy roads and treacherous rivers to reach safety. Simple concept, but it touches every part of the Amiga’s custom chipset:
- Copper paints the coloured zones
- Sprites draw the frog
- Blitter draws cars and logs
- Paula plays the sounds
Why This Game?
The Amiga wasn’t about one killer feature — it was about the custom chips working in harmony. Signal naturally exercises them all without going deep on any single one. You’ll see the chipset symphony from day one.
Four Phases
| Phase | Units | Focus |
|---|---|---|
| Phase 1 | 1-16 | Roads-only Frogger with collision and scoring |
| Phase 2 | 17-32 | River section, logs, turtles, hazards |
| Phase 3 | 33-48 | Title screen, music, visual polish |
| Phase 4 | 49-64 | Optimisation, two-player, distribution |
Each phase builds on the previous. By Phase 4, you’ll have a polished game worthy of a disk release.
What You’ll Learn
Phase 1 (Available Now):
- Copper lists — programming the display
- Hardware sprites — drawing the frog
- Blitter basics — drawing cars
- Paula audio — sound effects
- Joystick input — controls
- Collision detection
Phases 2-4 (Coming Soon):
- Advanced Blitter (masking, BOBs)
- River mechanics and log riding
- MOD music playback
- Visual effects and polish
- Two-player modes
- Distribution packaging
Prerequisites
Complete Game 1: Exodus first. You’ll need the Copper and sprite basics from that game — just enthusiasm and a willingness to learn 68000 assembly.
You’ll need an emulator (FS-UAE), an assembler (vasm), and disk tools (amitools).
Time Investment
Each unit takes 60-90 minutes. The full game is 128 units across 8 phases:
- Phase 1: ~16-24 hours
- Full game: ~128-192 hours
Every unit produces something that works. By the end of Unit 1, you’ll have a display showing the game’s coloured zones with a frog sprite visible.
Ready?
The road is busy. The river is flowing. Time to cross.
Unit Roadmap
Phase 1
Build the core game loop
Phase 2
Expand mechanics and variety
Unit 17
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Content and level design
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Visual polish and effects
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Audio and music
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Advanced features
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Optimisation and testing
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Final polish and distribution