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Old 01 January 2018, 23:06   #2141
Asman
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Please post last version with source code. Thank you.
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Old 02 January 2018, 08:49   #2142
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Game is code in asm, but latest version in not shared. It's not only about funds, but it's worth finish it? This project was made to see if AmigaOCS/ECS could do it, rather doing the whole game
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Old 02 January 2018, 10:08   #2143
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Rygar's source code wasn't meant to be done to be a whole game, so it must be rewritten.

In order to try to have 64 colors at full speed we should:

- rewrite code
- have sprites with only 16 colors for each enemy, but using the whole 64 colors
- turn off some planes at top and bottom portion of the screen
- try to turn on off some planes at the right and left portion of the screen
- try to use a few fast mem for game, like 64k
- ..and do more

https://developer.nvidia.com/sites/d...l_handouts.pdf

Last edited by sandruzzo; 02 January 2018 at 10:23.
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Old 02 January 2018, 11:53   #2144
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That is understood but can you please share the latest version of the source code and datas?
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Old 02 January 2018, 12:24   #2145
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That is understood but can you please share the latest version of the source code and datas?
I would like to understand what to do , and what is the interesting on this projects, first
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Old 02 January 2018, 12:55   #2146
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Did a test. With a Parallax made by 80 px in height we could archive more or less 50 hz. Now is 112 px, and it bite too much dma cycles
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Old 02 January 2018, 18:24   #2147
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Update a new version with 80px parallx. Rygar2.adf
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Old 02 January 2018, 18:39   #2148
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Mcgeezer want to take over, see his post.
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Old 02 January 2018, 19:02   #2149
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...as does Asman (who is a very accomplished coder)
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Old 02 January 2018, 20:09   #2150
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Let the guys see your code and let them decide if a recode is necessary or whether optimising your code is easier.
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Old 03 January 2018, 01:56   #2151
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Rewrite fine by me as author has requested.
I’ll have to study the arcade game more and see if a game port would do it justice.

This kind of reminds me of the whole shadow of the beast debarcle.
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Old 03 January 2018, 09:22   #2152
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Quote:
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Rewrite fine by me as author has requested.
I’ll have to study the arcade game more and see if a game port would do it justice.

This kind of reminds me of the whole shadow of the beast debarcle.
the arcade game is coded in Z80. you will have all the tiles with the right palettes to work with
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Old 03 January 2018, 10:23   #2153
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We are going forward little bit with this project. Now with 80px parallax we can allmost hit 50hz. And since we have a lot of spare screen space, now we can made dragons by sprites, and I think have 50 hz more stable!

So far I don't think will be any good to rewrite all code, and do 2 time the same things. I would like to finish level one, and see what we can do for the rest of the game.

I've uploaded a new version, I know that parallaxs' colors aren't good, we're working on it.

Be patient my friends!
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Old 03 January 2018, 16:33   #2154
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There are games where 50 frames / s feel very important to me. Not sure if Rygar is one of these though, with itīs rather slow pace. I even doubt that most people would notice the difference to 25 frames / s in this case; but targeting 25f would enable a lot of possibilties regarding gameplay, sound, graphics and time / schedule. Also, the more advanced your gameplay and object management framework is developed and works, the more your framerate will get hit and you will be forced to optimize anyway. Just my 2 cents.

Looking forward to see you working on this game and canīt wait to see progress!
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Old 04 January 2018, 00:27   #2155
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I have sent Sandruzzo more test graphics. I want to openly say that at this stage I have no capacity to further work on this game in regards to any graphics (Reshoot R, Iridium and ProXima 3) are the priorities this year.

If anyone else can take over doing test graphics for Sandruzzo that would be super.
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Old 04 January 2018, 09:22   #2156
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I'm played the whole game into mame, quiet boring as games! Is There a more interesting project?
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Old 04 January 2018, 15:20   #2157
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If some can build all the levels, with Tiled, i'll make rygar walk all ok them!
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Old 04 January 2018, 16:23   #2158
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If some can build all the levels, with Tiled, i'll make rygar walk all ok them!
I can if Invent has all the tiles with the amiga palette.
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Old 04 January 2018, 18:23   #2159
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I can if Invent has all the tiles with the amiga palette.
Good! So i'll tell you what kind of layers to add in order to add fixed enemies and obstacles, halls and on..
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Old 05 January 2018, 00:19   #2160
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I have built all the levels in tiled, many moons ago (manually placing each 16x16 tile) and all that's needed is to switch the png file to the amiga iff. Sandruzzo will resend them soon.
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