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-   -   Rolling Thunder (http://eab.abime.net/showthread.php?t=100510)

Dustyarddog 20 January 2020 22:50

Rolling Thunder
 
I absolutely loved playing this game back in the day. Tbh, I have forgotten what system I played it on.

So, I thought I would see if I could get some discussion going about the game, best versions and systems to play it on.

Who else enjoyed this game, what did you like about it and what are your recommendations for playing it now?

DanScott 20 January 2020 22:51

You could not have been playing it on the Amiga then, as there's no way you 'd forget how utterly terrible it was :D :D

Amigajay 20 January 2020 23:18

Loved playing this in the arcade back in the day, then got the Spectrum port which wasn’t too bad, at least more fun than the Amiga version!

Then got the Asian version Rolling Thunder 2 when i had my Megadrive, cracking game, i still play it from time to time, really fun with 2 players.

Not played too much of Rolling Thunder 3, the second game pops into my head when i try to remember so prob much like Golden Axe 3 was a sequel too far!

TjLaZer 21 January 2020 07:39

Interesting that there isn't a WHDLoad for this, there is a JST install though. Works great.

Gardhul 21 January 2020 08:44

I've got recentrly on Switch (Namco collection) and it's a beauty :)

Dustyarddog 21 January 2020 09:14

I looked at the Switch Namco collection, but having static borders puts me off (screen burn).

I never knew there was an Amiga version. Ill check this out.

I have it on Mame I think (ill check later) so will revisit the arcade version.

dreadnought 21 January 2020 10:06

I've recently played it in a High Score compo. First time in a few decades after ZX Spectrum. Comparing the ports I must admit the ZX one wasn't too bad.

About the game itself, hmm, mixed feelings. It's rather dull (at least in the beginning) but also kinda addictive. This time I got to the 3rd or 4th level (with the flying things) in the arcade version. It helps to pace yourself instead of rushing ahead.

Also, the gfx style is sort of camp - was it actually based on some eighties cartoon or TV show?

Steril707 21 January 2020 10:49

The Amiga version of that game is like the epitome of a Tiertex production.

Jope 21 January 2020 11:08

I love this on the arcade..

CFOU! 21 January 2020 11:28

Quote:

Originally Posted by Steril707 (Post 1373207)
The Amiga version of that game is like the epitome of a Tiertex production.

badly...

But there are no whdloas's patch!, i will try to done it (already done an unofficial JST patch longtimes ago)

DamienD 21 January 2020 12:02

The arcade is the best version; thank God for MAME ;)

ransom1122 21 January 2020 12:22

Arcade version by far is the best... In fact Rolling Thunder & Shinobi are 2 of my most played MAME games.

As bad as the Amiga version is I still play it every now and then.

https://youtu.be/8ziKmVZkOj0

CFOU! 21 January 2020 13:02

1 Attachment(s)
here my unofficial JST patch (working with both IPF versions)

i will adapte it and enhance it for WHDLoad support

CFOU! 21 January 2020 16:30

Quote:

Originally Posted by Dustyarddog (Post 1373071)
I absolutely loved playing this game back in the day. Tbh, I have forgotten what system I played it on.

So, I thought I would see if I could get some discussion going about the game, best versions and systems to play it on.

Who else enjoyed this game, what did you like about it and what are your recommendations for playing it now?

better version=>arcade for me

Retro-Nerd 21 January 2020 17:43

Of course the Arcade version is the best. But for plain gameplay both Mega Drive games are far better and more fun.

Dustyarddog 21 January 2020 19:50

Yay, I have got it on Mame. So I guess I must stop playing R-type on Amiga and play this for a bit.

This thread jogged my memory, and I believe it was a Spectrum 128+2 I used to play it on. This is a machine I no longer have, but I will keep keeping an eye out for a decent one.

CFOU, Im looking forward to getting my hands on the whdload version when you get this going.

BippyM 21 January 2020 21:40

Quote:

Originally Posted by CFOU! (Post 1373241)
here my unofficial JST patch (working with both IPF versions)

i will adapte it and enhance it for WHDLoad support

Enhance it by making it a decent game :crazy:lol

mcgeezer 21 January 2020 21:53

I've sent an email to Tiertex to see if they'll transfer development rights to me for a re-port.

The reply should be a laugh.

"



To: gamesinfo@tiertex.com

Hi there,

I'm just enquiring if Tiertex still hold the development rights for Rolling Thunder and if there would be any interest of a re-port of the arcade game to the Amiga version? I would be looking for a commercial license agreement with this if one would be available.

I would be grateful if you could get back to me.

Many thanks,
"

Retro-Nerd 21 January 2020 21:55

Ask them if you are allowed to implement the missing 43 of 50 frames per second for scrolling. :evilgrin

Asman 21 January 2020 23:11

@mcgeezer

As I know they can't, because they don't have such rights.

In 2011 I sent an email to Donald Campbell about possibility to release all Tiertex games with sources if is possible. And the answer was something like that: publishers have rights and sources.

@Retro-Nerd
As I remember it should be more like 45-47 of 50 frames. It really bad example of game written in 68000 asm.

For example lets focus on function make_sprite_adr

Code:

make_sprite_adr:
        move.w        #$6E,d7                        ;8c
        subq.w        #1,d7                        ;4c
        lea        (sprite_table).l,a0        ;12c
        move.l        #$30000,d0                ;12c !!! sprite_adr
.loop:        move.l        d0,(a0)                        ;12c
        move.w        (4,a0),d1                ;12c
        mulu.w        (6,a0),d1                ;52c
        lsl.l        #3,d1                        ;14c
        andi.l        #$FFFF8,d1                ;16c
        add.l        d1,d0                        ;8c
        adda.l        #12,a0                        ;16c
        dbra        d7,.loop                ;10c *109 + 14
                                        ;total = 130 * 110 + 1104 = 15404c
        rts                                ;16c

        ;total = 15456c
;
;        SPRITE LOOKUP TABLE
;
;        START OFFSET,WIDTH,HEIGHT,XOFFSET,YOFFSET
;        START ADDRESS ARE GENERATED BY SOFTWARE INITIALLY
;
        EVEN
sprite_table:
        REPT 110
                dc.w        0,0,2,42,0,0
        ENDR
       
        ;memory 1370 bytes

Above function can be optimized and simplified (of course after whole source analyzation)

Code:

SPRITES_AMOUNT        EQU 95
SPRITES_ADR        EQU $30000

SPRITE_WIDTH        = 32
SPRITE_HEIGHT        = 42
SPRITE_BPL        = 4

SPRITE_SIZE        = SPRITE_WIDTH/8*SPRITE_HEIGHT*SPRITE_BPL

make_sprite_adr:
                moveq        #SPRITES_AMOUNT-1,d2        ;4c

                lea        sprite_table(pc),a0        ;8c
                move.l        #SPRITES_ADR,d0                ;12c
                moveq        #0,d1                        ;4c
                move.w        #SPRITE_SIZE,d1                ;8c

.loop                move.l        d0,(a0)+                ;12c
                add.l        d1,d0                        ;8c
                dbf        d2,.loop                ;94*10+14
                                                ;total 20*95+954 = 2854c
                rts                                ;16c
                ;total 2908c

sprite_table:
                ds.l        SPRITES_AMOUNT

                ;memory 408 bytes

It seems that games was coded in great hurry, because we can find for example validation of map in code instead of changing the map file.

Code:

        ;validate maps
                lea        $25800,a0        ;12c
.valid                cmpi.w        #$190,(a0)+        ;12c
                bcs.w        .next                ;10c - 12c
                move.w        #$3D,(-2,a0)        ;16c * 7004
.next                cmpa.l        #$2DCD0,a0        ;14c
                bcs.w        .valid                ;10c, one time 12c
        ;total 908086c

Above code should be removed from source.

There is only one positive thing about RT. It's great to increase your optimization skills. :D


@CFOU!

Some time ago (long!!!) I've started working on WHDLoad slave for RT. I wanted also fix game bugs like jerky scroll but I failed, mostly because I've made too many changes in resourced code and game sometimes just hangs. There is funny bug in game when you just start. go to the left corner and shoot in left, bullet will stay forever :)
I hope that you will do slave for this game with source code and perhaps in future I will find some time to tweak the game :)


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