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Old 05 February 2022, 03:23   #21
Nightshft
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Nice! I liked this quite a lot on the C64 as a kid.
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Old 05 February 2022, 06:59   #22
saimon69
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some hints for the sound effects from the arcade
Bombs do not make an explosion sound unless hit a target
the music start to play while the press button text is showing

Ship Explosion animation frame sequence is (if i remember good) 1 2 3 4 3 4 3 4 and so on...
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Old 05 February 2022, 07:26   #23
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awesome stuff! I love playing the C64 version
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Old 05 February 2022, 09:57   #24
jotd
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Quote:
Originally Posted by saimon69 View Post
some hints for the sound effects from the arcade
Bombs do not make an explosion sound unless hit a target
the music start to play while the press button text is showing

Ship Explosion animation frame sequence is (if i remember good) 1 2 3 4 3 4 3 4 and so on...
Bombs make a different explosion when they hit the ground but they make a sound all right.

Right about the music. I'm missing "PLAYER ONE" screen. Not sure if it's really interesting to keep as the game will be one player only.

Fortunately some smart chap resourced the game completely some years ago

All animation tables are documented with the timings too. Precious (I didn't have that for Amidar, but there weren't so many explosions in it lol).

Quote:


; Reverse engineering work by Scott Tunstall, Paisley, Scotland.
; Tools used: MAME debugger & Visual Studio Code text editor.
; Date: 28 May 2021. Keep checking for updates.

yikes! the timing is just right for my game


Code:
PLAYER_BOMB_EXPLOSION_ANIMATION_TABLE:
1AF0: 
    06 38 09      ; colour = 06, code = 38, delay = 09 
    06 39 09          
    06 3A 09          
    06 3B 09          
    FF            ; end of animation marker
    F0  1A        ; pointer to $1AF0, PLAYER_BOMB_EXPLOSION_ANIMATION_TABLE

so it's simply 1 2 3 4 each 9 frames.


The code of the arcade is so well thought.
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Old 05 February 2022, 13:26   #25
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Nice work. I see you submitted some other arcade ports to a competition just recently. Looks like you're having fun.

If you ever look for another project I always loved Moon Cresta.

https://en.wikipedia.org/wiki/Moon_Cresta

There were no 16-bit ports of Moon Cresta (maybe because this was a Z80 based game?) so back in the day I'd fire up my old Spectrum to have a play from time to time.

I play the original Arcade version using FPGA MiSTer these days.
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Old 05 February 2022, 17:30   #26
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Thanks for the update. Looking good
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Old 05 February 2022, 22:10   #27
saimon69
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Quote:
Originally Posted by jotd View Post
Bombs make a different explosion when they hit the ground but they make a sound all right.

All animation tables are documented with the timings too. Precious (I didn't have that for Amidar, but there weren't so many explosions in it lol).

so it's simply 1 2 3 4 each 9 frames.
In my defense i have NEVER seen an original Scramble; all those i seen and play in Italy were bootlegs somehow, so things might have differed.
Add also that my memory might start to fail
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Old 06 February 2022, 17:30   #28
Adrian Browne
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[ Show youtube player ]

I remember playing this one years ago; i guess its a clone?
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Old 06 February 2022, 18:09   #29
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maybe a candidate for a shit game time video ?

I hate those remakes that try to add rainbow copper and parallax and kill the gameplay.

@alexh not really interested in Moon Cresta. I didn't play a lot, and enemy moves are important so it would need to be reverse-engineered to be right. One of the reasons I ditched Phoenix too.
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Old 07 February 2022, 03:05   #30
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Originally Posted by jotd View Post
maybe a candidate for a shit game time video ?

I hate those remakes that try to add rainbow copper and parallax and kill the gameplay.

@alexh not really interested in Moon Cresta. I didn't play a lot, and enemy moves are important so it would need to be reverse-engineered to be right. One of the reasons I ditched Phoenix too.
Noooooo, i absolutely love the arcade, id love arcade perfect Amiga version but i would love an Amigafied option also even if just simple copper effects, obviously only if tasteful, i wouldnt impact the gameplay in any form unless it looked horrendous lol
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Old 11 February 2022, 01:56   #31
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Originally Posted by alexh View Post
Nice work. I see you submitted some other arcade ports to a competition just recently. Looks like you're having fun.

If you ever look for another project I always loved Moon Cresta.

https://en.wikipedia.org/wiki/Moon_Cresta

There were no 16-bit ports of Moon Cresta (maybe because this was a Z80 based game?)
It came out on the SNES.
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Old 11 February 2022, 01:57   #32
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Quote:
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maybe a candidate for a shit game time video ?

I hate those remakes that try to add rainbow copper and parallax and kill the gameplay.
this.
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Old 23 February 2022, 21:17   #33
jotd
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ok, WIP video, I hope the last one before beta release

[ Show youtube player ]

levels 4, 5, 6 are also working but I was just too lame recording this that I lost all lives in the fireballs level... LOL.
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Old 23 February 2022, 22:21   #34
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wow great job. Who'd have ever thought we'd see this come to Amiga. Thanks for the effort. It seems Scramble is being ported to every system these past few years
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Old 23 February 2022, 22:35   #35
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Freaking perfekt!! Whow
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Old 24 February 2022, 07:40   #36
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Looking really smooth ! Great job jotd *AGAIN* ! You are a porting machine
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Old 24 February 2022, 09:26   #37
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Hey jotd

Looking very good indeed! Well done!

As there's no panel on the right, do you think it's possible to centre the game area horizontally?
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Old 24 February 2022, 09:53   #38
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Brilliant work! Cant wait to have a go of this on my miggy, love the game.
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Old 24 February 2022, 11:03   #39
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Looks great! Played it a lot at my local arcade so will be interesting to compare

I only have a CD32 with a TF330, when you release a version what would be the simplest way to test, boot off my Workbench card and put your file(s) onto a cdr?
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Old 24 February 2022, 11:03   #40
str0m
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Brilliant work! Cant wait to have a go of this on my miggy, love the game.

They have it at the NERD arcade up in Felling, not too far from you
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