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Old 07 July 2019, 20:09   #1161
ross
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Quote:
Originally Posted by DamienD View Post
Yeah we know; *cough* Shadow Warriors fixed music 4th stage / trained version
It's somewhere in the cellar
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Old 07 July 2019, 21:21   #1162
Don_Adan
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Quote:
Originally Posted by mcgeezer View Post
Yes because if d0 is greater than $FF then the move.b (a0,d0),d1 will over run past the look up table.

I fixed it by simply setting d0=0, I didn't try it but I guess I could have fixed it by doing move.b (a0,d0.b),d1.

Geezer
You need only one time to clear high byte in D0, move.b modified only byte, not word or longword. If no dependencies between A4 and BYTE_REVERSE_TAB, you can use fastest version too.

Code:
; Input d1=longword
; Output d1=longword reversed
REVERSE_LONGWORD:
	move.w	d0,-(a7)
	clr.w	d0
	move.b	d1,d0
	move.b  BYTE_REVERSE_TAB(PC,d0.w),d1
	ror.w	#8,d1
	move.b	d1,d0
	move.b	BYTE_REVERSE_TAB(PC,d0.w),d1
        swap    d1
	move.b	d1,d0
	move.b	BYTE_REVERSE_TAB(PC,d0.w),d1
	ror.w   #8,d1
	move.b	d1,d0
	move.b  BYTE_REVERSE_TAB(PC,d0.w),d1
	move.w	(a7)+,d0
	rts
BYTE_REVERSE_TAB
        ds.b 256
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Old 07 July 2019, 21:58   #1163
mcgeezer
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Quote:
Originally Posted by Don_Adan View Post
You need only one time to clear high byte in D0, move.b modified only byte, not word or longword. If no dependencies between A4 and BYTE_REVERSE_TAB, you can use fastest version too.

Code:
; Input d1=longword
; Output d1=longword reversed
REVERSE_LONGWORD:
	move.w	d0,-(a7)
	clr.w	d0
	move.b	d1,d0
	move.b  BYTE_REVERSE_TAB(PC,d0.w),d1
	ror.w	#8,d1
	move.b	d1,d0
	move.b	BYTE_REVERSE_TAB(PC,d0.w),d1
        swap    d1
	move.b	d1,d0
	move.b	BYTE_REVERSE_TAB(PC,d0.w),d1
	ror.w   #8,d1
	move.b	d1,d0
	move.b  BYTE_REVERSE_TAB(PC,d0.w),d1
	move.w	(a7)+,d0
	rts
BYTE_REVERSE_TAB
        ds.b 256
Excellent Don_Adan... have plugged this in and it works great! Much smaller and tidier than my code.
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Old 13 July 2019, 23:42   #1164
mcgeezer
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I've started work on the hi-score table here.... pretty much part 1 of 2.

It isn't a game without the hi-score... however the Amiga version will only have 5 entries, the arcade had 50... there' literally no point in me coding 50 entries.

[ Show youtube player ]

Geezer
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Old 14 July 2019, 00:11   #1165
vulture
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Whaaaaa? Not even 10?
I'm kidding!
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Old 14 July 2019, 14:44   #1166
seuden
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Cannot wait for this. Looking awesome as always. Keep up the great work mcgeezer.
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Old 15 July 2019, 11:11   #1167
str0m
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mcgeezer - enjoy NERG? Did you break the Rygar machine?
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Old 15 July 2019, 13:47   #1168
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mcgeezer - enjoy NERG? Did you break the Rygar machine?
Disgraceful how they can let a machine go like that.
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Old 15 July 2019, 13:52   #1169
dlfrsilver
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True, it should be shining and restored.
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Old 15 July 2019, 15:23   #1170
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heh most were in good condition to be fair, perhaps a recent purchase and awaiting proper restoration (and now fixing!)
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Old 16 July 2019, 23:24   #1171
mcgeezer
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You'd be surprised as to how much effort it takes to actually build a hi-score entry screen. It's one of those jobs that when you build a game you don't really relish the prospect of coding it because they are really hard to get right!

There's still bugs in it but they're not big ones...probably a couple of hours work to get it nailed but I'm super tired today.

[ Show youtube player ]

The release is likely October... I now need to play test the entire thing and remove as many bugs as I can find.
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Old 16 July 2019, 23:49   #1172
invent
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Thanks for all your efforts mcgeezer, go have a good rest
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Old 17 July 2019, 23:25   #1173
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Had a bit of a night off coding and played a few of my best shooters... Nex Machina and Raiden...

While I was playing the latter something dawned on me which I confirmed by running though MAME.

Raiden has a resolution of 192x256 (despite what the arcade says).

It is absolutely a perfect candidate for the Amiga for a vertical shooter, bitplane mode could be put into x4 with all hardware sprites available along with some serious multiplexing. All the graphics are easily extracted... I'd need to look further at the tile-maps but I am tempted....

or then I could just take a break after Rygar.

Probably the latter
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Old 17 July 2019, 23:37   #1174
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Who doesn't love Raiden / Raiden II / Raiden DX???

If I was to throw another similar game in that I blew many a quarter on: Twin Cobra
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Old 18 July 2019, 00:17   #1175
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Quote:
Originally Posted by mcgeezer View Post
Had a bit of a night off coding and played a few of my best shooters... Nex Machina and Raiden...

While I was playing the latter something dawned on me which I confirmed by running though MAME.

Raiden has a resolution of 192x256 (despite what the arcade says).

It is absolutely a perfect candidate for the Amiga for a vertical shooter, bitplane mode could be put into x4 with all hardware sprites available along with some serious multiplexing. All the graphics are easily extracted... I'd need to look further at the tile-maps but I am tempted....

or then I could just take a break after Rygar.

Probably the latter
Thought you were volunteering for Outrun next?
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Old 18 July 2019, 00:41   #1176
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...or Wonder Boy; as I know you love it
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Old 18 July 2019, 01:09   #1177
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If I were him, I'd volunteer for a vacation first
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Old 18 July 2019, 10:19   #1178
dlfrsilver
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...or Wonder Boy; as I know you love it
I have already started working on this one :P
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Old 18 July 2019, 10:23   #1179
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Coooooooool
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Old 18 July 2019, 11:24   #1180
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Originally Posted by dlfrsilver View Post
I have already started working on this one :P
What, you / someone else are doing a Wonder Boy port?

...or are you saying that you're ripping all arcade assets for Graeme?
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