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Old 26 February 2022, 13:24   #61
S. Campbell
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Originally Posted by S. Campbell View Post
Superb work, if anything I'm actually finding it a little fast on my Amiberry-emulated Raspberry Pi.
Just ran a test - from the end of the opening fanfare to the point where the background sound changes for stage 2 was 46 seconds on the arcade version, 42 seconds on the Amiga port. (I think my default Amiberry config is an A1200 with extra chip memory.)
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Old 26 February 2022, 14:12   #62
jotd
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found & fixed the scrolling glitch bug on slow machines.

I'll release a new version with that and some other improvements.

Quote:
Just ran a test - from the end of the opening fanfare to the point where the background sound changes for stage 2 was 46 seconds on the arcade version, 42 seconds on the Amiga port. (I think my default Amiberry config is an A1200 with extra chip memory.)
it's possible that the sound changes too soon. What's important is the scrolling. I'm going to check that anyway.
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Old 27 February 2022, 10:26   #63
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Brutal once you get to the taller buildings, that plus your wrists start to explode haha!

Brilliant game this.
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Old 28 February 2022, 01:26   #64
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it's possible that the sound changes too soon. What's important is the scrolling. I'm going to check that anyway.
Tested again from first appearance of the ground to first saucer. Same results.
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Old 28 February 2022, 05:50   #65
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download the newest version on itch. That has been fixed, alongside with scrolling glitches.

Last edited by jotd; 28 February 2022 at 06:13.
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Old 28 February 2022, 07:39   #66
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@jotd: many thanks for quick fix release !
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Old 28 February 2022, 17:29   #67
S. Campbell
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download the newest version on itch. That has been fixed, alongside with scrolling glitches.
Nope, still whipping through that first level in 42 seconds. It's not a big deal, but the only reason I timed it at all was that playing it I thought "This seems a touch fast".
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Old 28 February 2022, 18:21   #68
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A new version - gameplay:
[ Show youtube player ]
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Old 01 March 2022, 06:16   #69
jotd
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nice play. I wish that someone can get to the base stage.

Anyone can create an icon (for whdload) ?

There's a built-in trainer BTW. I don't know if I should give it away
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Old 01 March 2022, 07:37   #70
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Quote:
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nice play. I wish that someone can get to the base stage.

Anyone can create an icon (for whdload) ?

There's a built-in trainer BTW. I don't know if I should give it away
Until now I was unable to pass level 4

Here are my personal glowicons and iGame png screenshot.
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Old 01 March 2022, 09:48   #71
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okay, for trainer type "jotd" anytime (also work with my previous games btw)

Then you can use function keys for various effects. Some are only for test purposes but

F1: next levels (harder)
F2: invincible (not very fun)
F3: infinite lives
F5: infinite fuel

other function keys are only for debug.
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Old 01 March 2022, 09:52   #72
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Thanks jotd, it's very useful, but I love to play without cheats.

But for a testing purpose the cheat is welcome
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Old 01 March 2022, 10:47   #73
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I've made a few icons in different sizes and colour depths. I've also included a bit of boxart that I've created.

Oh, and great job on the port as well!
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Name:	scramble_boxart.png
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Old 04 March 2022, 22:59   #74
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I'm pretty sure I played all kind of Scramble conversions and this one is the best. Feels just like as I remember the real thing. 2 button support is very welcome.
Maybe in level 2 the aliens flying around is a little to easy to shoot?
I guess it is cause of original is NTSC. In whd-load if I force the game to NTSC would it go a little faster?

Maybe the bullet sound should be a tad up in level?

One thing that is missing is 2-player. Would be fun to have if not to difficult to implement. I already supported the game but 10 Euro extra from me for 2-player

Completed the game by the way
Thanks

Last edited by nikosidis; 05 March 2022 at 12:23.
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Old 06 March 2022, 08:14   #75
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10 euro? quitting my day job right now

About the aliens, they should have the same trajectory and speed. The bullets have the same speed. Maybe hitboxes are too big. But i get caught one in a while trying to look what I'm bombing on the ground and let an UFO pass, so it's not that easy.

About the 2 player game, yeah, maybe. That would make the game easier in places, and hellish in the tunnel level. Plus the other ship should be different enough from the first one, at least for the colors. Plus there's the fuel management specially in the end you'd have to alternate the shooting of the tanks so all players get enough fuel... will a killed player respawn with temporary invincibility? or make everyone restart the level? definitely not designed as 2 player

Plus I wanted to redo the screen layout as I packed the scores in the bottom section whereas the Amiga can handle 256 pixels height without issues, and we already need PAL, so...

Quote:
I guess it is cause of original is NTSC. In whd-load if I force the game to NTSC would it go a little faster?
Game updates at 60Hz too, even if it displays at 50Hz. In NTSC it will be 1) too fast and 2) you're not going to see the bottom of the screen.

Quote:
Maybe the bullet sound should be a tad up in level?
Not compared to the other sounds because the level compensation has been scripted from real wav rips from MAME, but maybe compared to the sound loop, so the sound loop could be toned down in volume.
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Old 06 March 2022, 20:16   #76
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Hi Jotd: Haha, I know it is not much but it is something.

I'm not thinking 2 player mode at once but each other time. It was like that in the arcade.
You know to compete for hiscore

Thanks for the other info.
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Old 06 March 2022, 21:06   #77
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I can foresee - maybe- Super Cobra coming since the base code is here ^^
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Old 07 March 2022, 10:17   #78
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Hi Jotd: Haha, I know it is not much but it is something.

I'm not thinking 2 player mode at once but each other time. It was like that in the arcade.
You know to compete for hiscore

Thanks for the other info.

ah that would be very doable that!

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I can foresee - maybe- Super Cobra coming since the base code is here ^^
Well, I checked a video and there are major differences. Plus I don't have the reverse engineered code, and I don't have the ripped maps either. So probably I'm not going to do it.
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Old 07 March 2022, 12:13   #79
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Looks very cool, I never played the MSX original. I need to fix that

So now we're porting all the MSX games eh?
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Old 07 March 2022, 14:35   #80
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MSX? err no it's an original arcade game.
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