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Old 12 January 2019, 14:34   #581
mcgeezer
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Quote:
Originally Posted by DJ METUNE View Post
Many thanks to you all for the positive responses regarding this music conversion!! :-)

I've been unknown in the Amiga scene with my mods until just relatively recent with the release of the Amiga game Golden Wing by Coppersky, and the Axel F, (thanx Galahad/FLT for your comment!!), mod reconstruction experiment I did some years earlier.

You'll find my uploads here, it's not particularly much yet though .

https://modarchive.org/index.php?req...es&query=89011

Music creation was the biggest reason for me I felt to buy my first Amiga, (A500), followed in later years by an A1200 equipped with Blizzard 1260, and DigiBooster Pro as my then most exciting software. Though Protracker 2.3D is my all time favourite.

Within most of my Amiga-only decades I've been like a lone wolf in the hidden, with strong intentions to release mods for the Amiga scene. But my perfectionist inside me never really let me feel satisfied with anything I did. And mostly I gave those hundreds of tunes I made no beginnings and/or ends.

Though now after the highly positive responses I've got for my Protracker mods online, I finally realised that I've had set the requirements slightly too high. Sickly high perhaps.

But my basic reasoning is that Protracker has many limitations. Some things is just not possible, or not ment to be possible to do. Just as it is with the Amiga. But on the other hand, that's what makes it so addictive I think, to find ways to go beyond.

Only the sky is the limit. . . ...and the amount of chipmem!

/ DJ METUNE

Believe me - you're known now, you wont be short of Amiga prod work.

Your songs are of the highest quality and much above the standard required!

And whatever happens - I WILL FIND YOU THE CHIPMEM!

Geezer
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Old 12 January 2019, 14:56   #582
Zoltar3.1
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Very Good! Congratulations!
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Old 12 January 2019, 16:33   #583
Tigerskunk
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I hate coding all the "infrastructure" crap like title screens, game over, lives count, and especially the hiscore list in asm.

Wish I had done this in C back then.
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Old 12 January 2019, 22:47   #584
mcgeezer
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Here we are... an actual game!

I've worked on the loss of lives and transition routines so that the Rygar is now an actual game that can be played!

Lots of bugs still but that's only natural at this stage... I suspect February will all just be about bug hunting and enemy/round configuration.... might not get all levels done by the compo closing date I'm afraid so it may go in as a playable demo.

Enjoy...
Geezer

[ Show youtube player ]

http://109.228.4.199/rygargame1.mp4
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Old 12 January 2019, 22:52   #585
malko
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Really nice done !!!
Looks as hard as Bomb Jack
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Old 13 January 2019, 01:33   #586
DamienD
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Quote:
Originally Posted by Amigajay View Post
Not sure about the message on the title screen, i think you are above all that
I agree Graeme, loads and loads of people will play your cool port

Anyone who doesn't know who "Amiten" is, or the shocking recent events, will look him up and might end up doing the opposite of what you've written; if they're stupid enough.

Forget about him, it's not worth giving him free publicity; especially in a class game like yours.
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Old 13 January 2019, 08:38   #587
mcgeezer
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Sorry about that, too much ale.
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Old 13 January 2019, 10:11   #588
Tigerskunk
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Yeah, let's not give that dude free publicity.
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Old 13 January 2019, 10:41   #589
Hewitson
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Yeah, I agree that this game is far above having any connection to do with him. Having said that, I did laugh when I saw the message.
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Old 13 January 2019, 10:57   #590
mcgeezer
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Quote:
Originally Posted by Hewitson View Post
Yeah, I agree that this game is far above having any connection to do with him. Having said that, I did laugh when I saw the message.
It's what happens when I drink too much Peroni... I've done worse on a Saturday night.

A couple of years ago my best mate wound me up so much about winning the Fantasy Football League that on the Saturday night before the final games of the season I hacked his FFL account and changed his entire team.

I then did a Hitler/Downfall parody video to go with it for extra humiliation in our Whatsapp group.

He didn't speak to me for weeks.
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Old 13 January 2019, 10:59   #591
wodan
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It looks really good in not that much time (I'm assuming you didn't do this full time), makes you wonder how much time they took for the commercial games back then.
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Old 13 January 2019, 11:07   #592
malko
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But, but.... it's an arcade conversion... so the text is certainly present on the original

More seriously :
Quote:
Originally Posted by Hewitson View Post
Yeah, I agree that this game is far above having any connection to do with him. Having said that, I did laugh when I saw the message.
+1
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Old 13 January 2019, 13:23   #593
mcgeezer
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I just had to upload this... simply awesome by DJ METUNE.

The little clicks are to do with my system not being fast enough to record and emulate the Amiga.

[ Show youtube player ]

http://109.228.4.199/rygarmusic.mp4

Geezer
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Old 13 January 2019, 14:21   #594
DamienD
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Looks awesome Graeme

One small thing which I'm sure you're aware of; in the arcade version when you jump on top of someone Rygar then jumps / flips; it's not just a normal jump.
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Old 13 January 2019, 14:30   #595
mcgeezer
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Quote:
Originally Posted by DamienD View Post
Looks awesome Graeme

One small thing which I'm sure you're aware of; in the arcade version when you jump on top of someone Rygar then jumps / flips; it's not just a normal jump.
Yep, aware of it... the logic of Rygar's animation is a bit complex now but will do it.

Code:
; Rygar Sprite Animation Definitions
RYGAR_STAND_RIGHT:	equ	0
RYGAR_STAND_LEFT:	equ	1
RYGAR_RUNNING_RIGHT:	equ	2
RYGAR_RUNNING_LEFT:	equ	3
RYGAR_JUMP_RIGHT:	equ	4
RYGAR_JUMP_LEFT:	equ	5
RYGAR_CROUCH_RIGHT:	equ	6
RYGAR_CROUCH_LEFT:	equ	7
RYGAR_ATTACK_RIGHT:	equ	8
RYGAR_ATTACK_LEFT:	equ	9
RYGAR_CROUCH_ATTACK_RIGHT:	equ	10
RYGAR_CROUCH_ATTACK_LEFT:	equ	11
RYGAR_JUMP_ATTACK_RIGHT:	equ	12
RYGAR_JUMP_ATTACK_LEFT:	equ	13
RYGAR_CAROUSEL:		equ	14
RYGAR_FACING:		equ	15
RYGAR_DEATH:		equ	16
RYGAR_ROLLFALL_LEFT:	equ	17
RYGAR_ROLLFALL_RIGHT:	equ	18

; Sprite States
SPRITE_INSTATE_DIRECTION_LEFT:	equ	1
SPRITE_INSTATE_DIRECTION_RIGHT:	equ	0
SPRITE_INSTATE_ONPLATFORM:	equ	8
SPRITE_INSTATE_JUMPING:		equ	9
SPRITE_INSTATE_FALLING:		equ	10

RYGAR_LEFT_BARRIER:		equ	32
RYGAR_MOVE_SPEED:		equ	2
RYGAR_LEAP_DELAY:		equ	1			; Delay scrolling frame for when Rygar leaps



; Private Variables
RYGAR_LAST_DIRECTION:		equ	12		; Last direction travelled

; Test the jump button
RYGAR_JUMP_CHECK:
		tst.w	RYGAR_LEAPING_STATE
		bmi.s	.leap_done
		subq.w	#1,RYGAR_LEAPING_STATE
.leap_done:	tst.w	RYGAR_JUMP_STATE		; Already jumping?
		bne	.exit				; Yes
		tst.w	BTN2_STATE
		bne.s	.set_jump
		bra	.exit
; Fire button pressed
.set_jump:	tst.w	RYGAR_JUMP_STATE		; Is it jumping already		
		bne	.exit				; No
		move.w	#-1,RYGAR_JUMP_STATE		; Only Rygar landing will unset this.	
		move.w	RYGAR_YPOS,RYGAR_LAST_JUMP_POS
		clr.w	RYGAR_SINE_INDEX	; Reset Jump Sine pointer.
		move.w	#RYGAR_LEAP_DELAY,RYGAR_LEAPING_STATE
		bsr	CHECK_JUMP_STONE

; Check here to see if we need to push a stone.
.exit:		rts

; Test the weapon button
RYGAR_DISKARM_CHECK:
		tst.w	RYGAR_DISKARM_STATE		; Already attacking
		bne	.exit				; Yes
		tst.w	BTN1_STATE
		bne.s	.set_diskarm
		bra	.exit
; Weapon button pressed
.set_diskarm:	move.w	RYGAR_LAST_DIRECTION(a2),d3
		move.b	d3,RYGAR_MOVE_DIRECTION
		tst.w	RYGAR_DISKARM_STATE		; Is it attaking already		
		bne	.exit				; No
		move.w	#-1,RYGAR_DISKARM_STATE	; Only hittin an enemy will reset this or it finishes the sequence.	
		clr.w	DISKARM_CURRENT_FRAME	; Reset Disk armour attack pointer.
.exit:		rts


HDL_RYGAR:	
		SPRITE_INITIATE

;--------------------------------------------------------
.constructor:	; Variables that will only be ran once while sprite is active.

		move.w	#SPRITE_INSTATE_ONPLATFORM,THIS_SPRITE_STATUS(a2)

		;move.w	#$770,FIRECOLOUR
		;bsr	FIREWAIT

.active:	
		move.w	THIS_SPRITE_STATUS(a2),RYGAR_DEBUG

		cmp.w	#98,RYGAR_SANCTUARY_COMMAND		; 100 means that Rygar is facing 	
		beq.s	.enemy_disable
		cmp.w	#99,RYGAR_SANCTUARY_COMMAND		; 100 means that Rygar is facing 	
		beq.s	.enemy_enable		

		tst.w	RYGAR_SANCTUARY_COMMAND			; if not 0 then Rygar is somewhere in the sanctuary
		beq	.no_sanctuary

		cmp.w	#100,RYGAR_SANCTUARY_COMMAND		; 100 means that Rygar is facing 	
		beq.s	.is_facing
		cmp.w	#101,RYGAR_SANCTUARY_COMMAND
		bge.s	.is_facing_and_scroll
; anything else means Rygar is in the sanctuary.


.in_carousel:	move.w	RYGAR_SANCTUARY_COMMAND,d1
		lsr.w	#2,d1
		
		tst.w	SANCTUARY_STAGE
		bne.s	.right_carousel

.left_carousel:	move.w	d1,LEFT_CAROUSEL_POSITION
		bra.s	.carousel

.right_carousel:
		move.w	d1,RIGHT_CAROUSEL_POSITION
		bra.s	.carousel
		nop

.carousel:	move.w	RYGAR_XPOS,d1
		add.w	RYGAR_SANCTUARY_COMMAND,d1		; This will be a positive number to offset Rygar to.
		move.w	d1,2(a1)
		moveq	#RYGAR_CAROUSEL,d1
		bra	ANIMATE

.enemy_enable:	clr.w	DISABLE_ENEMIES
		bra	.exit
.enemy_disable:	move.w	#-1,DISABLE_ENEMIES
		bra	.exit


.is_facing:	moveq	#RYGAR_FACING,d1
		bra	ANIMATE

.is_facing_and_scroll:
		move.w	RYGAR_SANCTUARY_COMMAND,d3
		move.w	RYGAR_XPOS,d1
		sub.w	#101,d3
		sub.w	d3,d1
		move.w	d1,2(a1)
		moveq	#RYGAR_FACING,d1
		bra	ANIMATE

.anim_death_sequence:

		nop
		nop
		swap	d0
		swap	d0
		nop
		nop
		subq.w	#1,2(a1)
		lea	RYGAR_DEATH_SINE,a0
		move.w	RYGAR_SINE_INDEX,d2
		move.w	(a0,d2*2),d2			; Get the value to adjust by.
		cmp.w	#$8000,d2
		beq.s	.death1
		add.w	d2,4(a1)
		addq.w	#1,RYGAR_SINE_INDEX

.death1:	moveq	#RYGAR_DEATH,d1
		bsr	ANIMATE
		tst.w	d6
		bpl	.exit
	;move.w	#$ff0,FIRECOLOUR
	;bsr	FIREWAIT
		move.w	#-1,RYGAR_LIFE_LOST
		subq.w	#1,RYGAR_LIVES
		;move.w	MAP_PIXEL_POSX,LAST_MAP_PIXEL_POSX
		move.w	MAP_PIXEL_POSX,d5
		addq.w	#8,d5
		and.w	#$fff0,d5
		move.w	d5,LAST_MAP_PIXEL_POSX
		bra	.exit

.no_sanctuary:
		bsr	RYGAR_DISKARM_CHECK
		bsr	RYGAR_JUMP_CHECK
		move.w	#DISKARM_STANDPOS,DISKARM_VERT_OFFSET		; Disk Armour Position when standing or running.

		move.w	RYGAR_FALL_STATE,RYGAR_FALLPREV_STATE			; Save previous fall state for collision

		cmp.w	#RYGAR_DEATH,THIS_SPRITE_STATUS(a2)
		beq	.anim_death_sequence

		tst.w	RYGAR_JUMP_STATE			; Is Jump flag set?
		beq	.apply_gravity				; runing or standing
; Collisions need to happen on decent. So we check the blocks under Rygar.
		cmp.w	#SPRITE_INSTATE_ONPLATFORM,THIS_SPRITE_STATUS(a2)
		bne.s	.jump_or_fall
		move.w	#SPRITE_INSTATE_JUMPING,THIS_SPRITE_STATUS(a2)	; Set to jumping.

.jump_or_fall:	cmp.w	#SPRITE_INSTATE_JUMPING,THIS_SPRITE_STATUS(a2)
		beq.s	.jump					; Rygar is lifting
		cmp.w	#SPRITE_INSTATE_FALLING,THIS_SPRITE_STATUS(a2)
		beq.s	.fall					; Rygar is falling
		bra	.apply_gravity				; Neither, apply normal Earth gravity

; Jump in flight
.jump:		clr.w	DISKARM_DISABLE
		clr.w	RYGAR_BLOCKED_STATE		; Default to allow scrolling
		lea	RYGAR_JUMP_SINE,a3
		moveq	#0,d2
		move.w	RYGAR_SINE_INDEX,d2
		
		move.w	(a3,d2*2),d3
		cmp.w	#$8000,d3				; Has the jump completed?
		beq.s	.jump_done				; Yes
		bsr	CHECK_TILE				; No check tile for left/right obstacles
		add.w	d3,SPRITE_PLOT_YPOS(a1)				; Modify Y value for jump
		addq.w	#1,RYGAR_SINE_INDEX		
		clr.w	RYGAR_CROUCH_STATE
		bra	.run_or_stand
.jump_done:		move.w	#SPRITE_INSTATE_FALLING,THIS_SPRITE_STATUS(a2)		; Set Rygar falling.
		clr.w	RYGAR_SINE_INDEX
		bra	.run_or_stand

; Fall in flight
.fall:		
		move.w	#-1,RYGAR_FALL_STATE			; Set rygar falling
		lea	RYGAR_FALL_SINE,a3
		moveq	#0,d2
		move.w	RYGAR_SINE_INDEX,d2
		
		move.w	(a3,d2*2),d3
		addq.w	#1,RYGAR_SINE_INDEX
		nop
		nop
		cmp.w	#184-32,SPRITE_PLOT_YPOS(a1)			; Has fall killed Rygar?
		bge.s	.fall_done			; Yes
		cmp.w	#$8000,d3			; Has
		beq.s	.fall_done
		bsr	CHECK_TILE
		tst.w	d7
		bmi.s	.keep_falling			; Platform not found... keep falling.
		and.w	#$fff0,4(a1)			; Snap to upper 16 pixels on Y axis for sprite
		;addq.w	#RYGAR_Y_TILEOFFSET,4(a1)
		add.w	d5,SPRITE_PLOT_YPOS(a1)
		bra.s	.fall_done
.keep_falling:	add.w	d3,4(a1)			; Modify Y value
		clr.w	RYGAR_CROUCH_STATE
		bra	.run_or_stand
.fall_done:		move.w	#SPRITE_INSTATE_ONPLATFORM,THIS_SPRITE_STATUS(a2)		; Set Rygar on platform.
		clr.w	RYGAR_SINE_INDEX
		clr.w	RYGAR_JUMP_STATE
		clr.w	RYGAR_FALL_STATE
		clr.w	RYGAR_ROLLFALL_STATE
		bra.s	.run_or_stand

; Executed when Rygar is not jumping or falling.
.apply_gravity:	
		bsr	CHECK_TILE
		tst.w	d7			; On a platform yet?
		beq.s	.landed			; Yes
		addq.w	#6,SPRITE_PLOT_YPOS(a1)		; No, Keep falling
		move.w	#-1,RYGAR_FALL_STATE
		cmp.w	#184-32,4(a1)		; Hit the depths of Hell though?
		bge.s	.dead			; Yes, he's dead
		cmp.w	#SPRITE_INSTATE_DIRECTION_LEFT,RYGAR_LAST_DIRECTION(a2)
		beq	.is_falling_left
		bra	.is_falling_right

		bra.s	.run_or_stand		; No, so fall animation


.dead:		;COL0_RED
		move.w	#184-32,4(a1)
		move.w	#-1,RYGAR_LIFE_LOST
		subq.w	#1,RYGAR_LIVES

		move.w	MAP_PIXEL_POSX,d5
		;and.w	#$fff0,d5
		addq.w	#8,d5
		and.w	#$fff0,d5
		move.w	d5,LAST_MAP_PIXEL_POSX
		;bra.s	.run_or_stand
		bra	.exit

.landed:	and.w	#$fff0,4(a1)
		;addq.w	#RYGAR_Y_TILEOFFSET,4(a1)
		add.w	d5,4(a1)
		
.run_or_stand:	
		bsr	CHECK_TILE
		tst.w	SCROLL_DIRECTION_X
		beq.s	.is_standing
		bmi	.is_running_left
		bra	.is_running_right

.is_standing:					; check last direction previous value here.
		cmp.w	#SPRITE_INSTATE_DIRECTION_LEFT,RYGAR_LAST_DIRECTION(a2)
		beq.s	.is_standing_left
		bra.s	.is_standing_right

.is_standing_left:
		moveq	#RYGAR_ATTACK_LEFT,d1
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi.s	.attack_left		
		moveq	#RYGAR_STAND_LEFT,d1
.attack_left:
		tst.w	RYGAR_CROUCH_STATE				; Is Rygar Crouching?
		beq.s	.no_crouch_left

		moveq	#RYGAR_CROUCH_ATTACK_LEFT,d1
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi.s	.crouch_attack_left		
		moveq	#RYGAR_CROUCH_LEFT,d1
.crouch_attack_left:
		move.w	#DISKARM_CROUCHPOS,DISKARM_VERT_OFFSET		; Disk Armour Position when crouching
		bra	.animate

.no_crouch_left:
		tst.w	RYGAR_JUMP_STATE
		beq	.animate
.is_falling_left:
		moveq	#RYGAR_JUMP_ATTACK_LEFT,d1
		;tst.w	RYGAR_ROLLFALL
		;beq.s	.no_roll_left
		;moveq	#RYGAR_ROLLFALL_LEFT,d1
		;bsr	FIREWAIT

.no_roll_left:	move.w	#DISKARM_JUMPPOS,DISKARM_VERT_OFFSET
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi	.jump_attack_left1	
		moveq	#RYGAR_JUMP_LEFT,d1
.jump_attack_left1:
		bra	.animate

.is_standing_right:
		moveq	#RYGAR_ATTACK_RIGHT,d1
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi	.attack_right	
		moveq	#RYGAR_STAND_RIGHT,d1
.attack_right:
		tst.w	RYGAR_CROUCH_STATE
		beq.s	.no_crouch_right
		moveq	#RYGAR_CROUCH_ATTACK_RIGHT,d1
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi	.crouch_attack_right		
		moveq	#RYGAR_CROUCH_RIGHT,d1
.crouch_attack_right:
		move.w	#DISKARM_CROUCHPOS,DISKARM_VERT_OFFSET		; Disk Armour Position when crouching
		bra	.animate

.no_crouch_right:
		tst.w	RYGAR_JUMP_STATE
		beq	.animate
.is_falling_right:
		moveq	#RYGAR_JUMP_ATTACK_RIGHT,d1

		;moveq	#RYGAR_JUMP_ATTACK_RIGHT,d1
		;tst.w	RYGAR_ROLLFALL
		;beq.s	.no_roll_right
		;moveq	#RYGAR_ROLLFALL_RIGHT,d1

.no_roll_right:	move.w	#DISKARM_JUMPPOS,DISKARM_VERT_OFFSET
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi	.jump_attack_right1	
		moveq	#RYGAR_JUMP_RIGHT,d1
.jump_attack_right1:
		bra	.animate

.is_running_left:
		tst.w	d6
		beq.s	.no_obs_left
		move.w	#-1,RYGAR_BLOCKED_STATE
		moveq	#RYGAR_RUNNING_LEFT,d1
		bra	.animate

.no_obs_left:	clr.w	RYGAR_BLOCKED_STATE
		tst.b	SCROLL_EDGE_LOCK_X		; 0 if locked.
		bmi.s	.static_left
		
; Here we move Rygar to the left toward the left edge of the screen
		cmp.w	#RYGAR_LEFT_BARRIER,2(a1)
		ble.s	.static_left
		subq.w	#RYGAR_MOVE_SPEED,2(a1)			; Move Rygar

.static_left:	move.w	#SPRITE_INSTATE_DIRECTION_LEFT,RYGAR_LAST_DIRECTION(a2)
		moveq	#RYGAR_RUNNING_LEFT,d1
		tst.w	RYGAR_JUMP_STATE
		beq.s	.animate
		
		move.w	#DISKARM_JUMPPOS,DISKARM_VERT_OFFSET
		moveq	#RYGAR_JUMP_ATTACK_LEFT,d1
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi	.jump_attack_left2	
		moveq	#RYGAR_JUMP_LEFT,d1
.jump_attack_left2:
		bra	.animate

.is_running_right:
		tst.w	d6
		beq.s	.no_obs_right
		move.w	#1,RYGAR_BLOCKED_STATE
		moveq	#RYGAR_RUNNING_RIGHT,d1
		bra	.animate

.no_obs_right:	clr.w	RYGAR_BLOCKED_STATE
		tst.b	SCROLL_EDGE_LOCK_X		; 0 if locked.
		bmi.s	.static_right

; Scroll lock off but has Rygar rygar reach the mid point.
		;cmp.w	#SCROLL_LOCK_POSX,2(a1)			; reach position 109 yet?
		;bge.s	.static_right
		addq.w	#RYGAR_MOVE_SPEED,2(a1)

.static_right:	move.w	#SPRITE_INSTATE_DIRECTION_RIGHT,RYGAR_LAST_DIRECTION(a2)
		moveq	#RYGAR_RUNNING_RIGHT,d1
		tst.w	RYGAR_JUMP_STATE
		beq.s	.animate
		;moveq	#RYGAR_JUMP_RIGHT,d1
		move.w	#DISKARM_JUMPPOS,DISKARM_VERT_OFFSET
		moveq	#RYGAR_JUMP_ATTACK_RIGHT,d1
		tst.w	RYGAR_DISKARM_STATE				; Scrolling pauses when weapon is discharges when running
		bmi	.jump_attack_right2	
		moveq	#RYGAR_JUMP_RIGHT,d1
.jump_attack_right2:
		bra.s	.animate
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Old 13 January 2019, 19:10   #596
Foul
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Damn, even in my wildest dreams, I did not think we could get as close to the Arcade version ... and the sound ... I'm on the ass ... really great taf ...

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Old 13 January 2019, 19:22   #597
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Just congratulate McGeezer and DJMetune for their work on this project. keep it up guys!

gratz!
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Old 14 January 2019, 18:31   #598
LaBodilsen
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Quote:
Originally Posted by mcgeezer View Post
The little clicks are to do with my system not being fast enough to record and emulate the Amiga.
I had some problems with this too, but solved it by setting Graphics API to Direct3d (9 or 11) under Miscellanoeus setting.

That solved most of my performance problems.

Last edited by LaBodilsen; 14 January 2019 at 19:42.
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Old 15 January 2019, 23:04   #599
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Tonight I added more sound into the game...

I had to disable Cycle Exact mode to get the recording to work...my system isn't quite powerful enough.

I tried to run this on my real A1200 tonight and I have a memory leak somewhere which I need to fix - very frustrating!

http://109.228.4.199/rygarsound.mp4

Geezer
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Old 16 January 2019, 03:13   #600
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The issue here with the sound effects taking over one of the music channels sometimes, (muting one note from the chords in the ingame music), will not occur with the next music version. The chords will instead be mixed to use only one channel instead of two. So the sound effects gonna have two clean channels to use freely in polyphonic.

The music mod will eat slightly more chipmem though, but I'll optimize it ofcourse to keep the filesize down as much as possible without lowering the quality.

It's a must to have it like that anyways. Because during the waterfall periods, there should, (to keep it faithful to the original), also be a water sound playing simultaneously as the music and the normal sound effects. There should better not in that case be any polyphonic mode for the normal SFX during those special water periods.

For the intro and interval music etc that needs to play more music notes simultaneously, all four channels is engaged for the music. As there's no SFX playing there anyways.

Always maximal use of the audio channels in various but wisely ways! :-)

/ DJ METUNE
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