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Old 27 July 2008, 11:51   #21
StrategyGamer
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Could someone modify the source code to always draw 8 bitplanes instead of 5? Then we could make a 256 colors Alien Breed SE!
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Old 27 July 2008, 12:39   #22
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Would 256 colours really look much better than the original? The Amiga artists that drew these graphics back in the day were absolute legends in terms of what they could get out of a 32 colour palette. You might be able to smoothen them a bit but is it really worth the effort?

You would probably find the game would no longer run at 50fps if you added any extra bitplanes aswell.
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Old 28 July 2008, 19:10   #23
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Uploaded v1.5 with a bit more decoding done.

There can't be more than 7 aliens on the screen at the same time.

Once created (using one of the 3 speeds randomly selected when they appear), the aliens are going right to the nearest player and if they can't reach them they just move aimlessly to give the illusion that they're trying to find a path, needless to say this may have been acceptable when the game was released and on a machine without much processing power but not anymore, any remake would need to use some stronger technique.

The aliens bosses are alternatively trying to crush the players or moving randomly (dumb too).
Also apparently some bosses are more sensible to a kind of weapon than to others.

From level 9 the strength of the aliens is starting to increase 5 by 5 units.
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Old 29 July 2008, 02:11   #24
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wooow!

I did'nt have lot of time recently, but i can see that you'r about to make a great job!

I'll try too understand the source, but it's no so easy... ASM =>
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Old 29 July 2008, 14:02   #25
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As a matter of fact you don't really need to understand the source code as i've extracted all the relevant bits from it, you'll have to recode the aliens part by yourself (unless you want them to be as dumb as they are in the original version) and the gfx routines and controls too obviously. I'll eventually convert the gfx to bmp or some other usable format if i do a psp version.
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Old 29 July 2008, 19:27   #26
dlfrsilver
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how to convert them in BMP ?
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Old 29 July 2008, 20:02   #27
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Originally Posted by dlfrsilver View Post
how to convert them in BMP ?
Convert the raw data using a picture converter. Or just write your own small converter routine that takes the raw data as input and spits out the picture in bmp format. Not exactly rocket science.
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Old 30 July 2008, 11:27   #28
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but which picture converter ? anyone has RAW2IFF ?
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Old 30 July 2008, 11:30   #29
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Why is that interesting for you anyway?
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Old 30 July 2008, 12:07   #30
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i'd like to see the gfx once converted, pure and simple, are you willing to help ?
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Old 30 July 2008, 12:43   #31
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Download PicCon and have fun. Good luck.
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Old 30 July 2008, 14:25   #32
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ArtPro maybe fine too but you won't be able to convert all the gfx with piccon or any other generic tool, especially the tiles. Also notice that the palettes are located inside the levels data and some colors of the pics are different depending on the level they're used.
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Old 30 July 2008, 16:27   #33
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thanks guys !!
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Old 01 September 2008, 03:28   #34
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Stumbled upon another game obviously inspired by alien breed :

http://www.avpgalaxy.net/games.php?section=gbcaliens
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Old 03 October 2008, 15:09   #35
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Originally Posted by hitchhikr View Post
Stumbled upon another game obviously inspired by alien breed :

http://www.avpgalaxy.net/games.php?section=gbcaliens
Oh! i'did'nt seen this remake! Thank's

Is you'r projet on psp in good way?

For me, i took little (great) break , because of life problème, but, i will continue my project!

I finich to implément map collision in the first map, and wall shooting collision too! i stopped few month ago, when i tryed to implément alien in the map (it's little difficult )
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Old 03 October 2008, 17:53   #36
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Quote:
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It might be useful to modify the Superfrog level editor I made, so that it supports Alien Breed.
I would very much like to see that happen.

we cant ever have enough Amiga game-editors imho.


Quote:
Originally Posted by hitchhikr View Post
I can't answer about the DS version but if i ever do a PSP one it'll be free and i'll release the source code as well.
I'd quite like to see any of these clones / remakes on either PSP or DS!

i must admit though, Alien Breed is one game that already plays very well on PSPUAE.
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Old 27 March 2009, 22:09   #37
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I may do a remake of that game for the PSP, i was in for a Tower Assault one but SE will do just as well.
Oh man PLEASE DO! Dude I've been looking for someone to port some games I've found around with source codes available. You think you could port Abuse? I'm sure there would be TONS of players grateful if you did a PSP port of Abuse. Source code for it is here: http://www.rocket-surgery.net/abuse/downloads.html If you ever finish that Alien Breed PSP port please let us all know
 
Old 09 May 2009, 13:03   #38
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I checked the SDL version of Abuse (http://abuse.zoy.org/) but it would require quite some work in order to be ported to the PSP (and it's not too stable).
Also since the original game required 2 inputs (keyboard + mouse) it may not be very practical to handle with the PSP controls, a scheme that could work would be to use the right fire buttons to move the player and the analogue stick to aim and maybe the right shoulder to fire and the left one to use special powers but i don't know if this would be really playable that way.
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Old 03 October 2013, 09:40   #39
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Anything ever become of this project for the DS?
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