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#101 |
Ex nihilo nihil
![]() Join Date: Oct 2017
Location: CH
Posts: 3,304
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@saimon69: really nice video!
![]() Don't even want to imagine how much drawings you did in DPaint to realise it ![]() |
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#102 | |
Going nowhere
![]() Join Date: Oct 2001
Location: United Kingdom
Age: 47
Posts: 8,010
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Quote:
The only thing I see as a benefit is they obviously don't see much cachet in the game on its own otherwise it would be part of a compilation release. But its the chance you take as to whether or not someone objects, with the exception of Sony and Nintendo, most don't seem too bothered. ![]() |
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#103 |
Registered User
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Location: Sunderland, England
Posts: 2,265
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@Galahad @DamienD
I know what you're saying and you're right in that I don't know exactly how it works, but I don't think any of us know exactly what was written into those contracts between NAMCO/US GOLD/TIETEX. You just have to look no further than what happened with Horace and that lass Youtuber who sprawled it all over her vids..... these fuckers just have a tendency to come out of the wood work after a couple of years and bite you. If you look on the NAMCO website for licensing you'll see Rolling Thunder isn't there, I've sent them multiple messages now but I suspect I'll get the same response as I did with TECMO which was basically 'Fuck off', I didn't even bother trying with Bomb Jack because Elite still had it listed on their website and I just didn't want to go there. Assurances is a strong word, but it's something I would need to port the game and even now I still run a risk with Tecmo... What happened with Hipoonios is slightly different I know but that lad had the best of intentions and had to get a money shovel to dig his arse out of it with Disney lawyers. I'll keep on with the technical demo though so don't worry about that. ![]() Graeme |
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#104 |
Registered User
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Location: Landsberg / Germany
Posts: 407
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Would be interesting to see if the game can be perfectly converted to A500. I´d imagine its possible, with a lof of dedication, time and knowledge. My vote goes for A1200 though, because such a conversion is easier and to and I don´t want McGeezer to lose motivation halfway up ... also a lot of tech stuff from Rygar could then simply be re-used without too much modification. :-)
Regarding licencing issues: You might give your version a new name, release the game with some slightly altered bitmaps (title, tiles, enemy sprites) and store these in a folder. If then someone releases a .lha-archive which overwrites your pixel folder with the original stuff, it´s not exactly your fault right? That´s exactly what all the soccer guys did on their Amiga in the 90s who played the soccermanager Anstoß. That came without official licence but still everybody played with FC Bayern München und Borussia Dortmund in the premier league. Last edited by buzzybee; 05 March 2020 at 11:47. |
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#105 |
Registered User
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Location: Ireland
Posts: 231
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Can't wait for Tumbling Lightning!!
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#106 |
Registered User
![]() Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,107
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Well, if we can't get better port of Rolling Thunder for the Amiga, let's create even worse ports for Genesis and Snes.
![]() Now seriously, how hard would it be to make the game even more sluggish? I just googled "Rolling Thunder Android", and stumbled upon this. [ Show youtube player ] It seems they removed the game from their Namco Arcade app, so, let's hope they won't bother with it anymore. I really doubt they would even know, even if every existing Amiga user today, install it. What if you release it like mod for the existing Rolling Thunder for the Amiga? Of course it won't be mod, but you can say it's mod. ![]() |
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#107 |
Registered User
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Location: Sunderland, England
Posts: 2,265
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So here's a performance test...
[ Show youtube player ] So we have here 3 64x64 hardware sprites, the rest are blitted bobs. What is nice about it is that the performance of the bobs is such that the animation frames are dynamic, some frames are like 64x40,48x64,32x58... on so on... but the sprite engine handles them all - only blitting what it needs (this could be very useful for something like a Street Fighter game). The other thing is that I can select different 16 colour palettes for both hardware sprites and the bobs independently. All of this is over and above what was done in Rygar, to get the third hardware sprite I have had to cut the screen by 32 pixels either... leaving one hardware sprite available for score overlays and such. Enjoy. |
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#108 |
disengaged
Join Date: Aug 2005
Location: London / Sydney
Age: 44
Posts: 20,166
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Looking good G
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#109 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 49
Posts: 5,211
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it's superb! the tedious part will be to recreate the levels like the original...
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#110 | |
Registered User
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Location: Ireland
Posts: 231
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Quote:
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#111 |
disengaged
Join Date: Aug 2005
Location: London / Sydney
Age: 44
Posts: 20,166
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#112 |
Registered User
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Location: Sunderland, England
Posts: 2,265
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#113 |
disengaged
Join Date: Aug 2005
Location: London / Sydney
Age: 44
Posts: 20,166
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#114 |
Registered User
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Location: Sunderland, England
Posts: 2,265
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#115 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 49
Posts: 5,211
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no chipram, now that's a challenge.
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#116 |
Registered User
![]() Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,107
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So, definitely no A500 version?
That's sad man, but I understand. Aga is your "thing", and I believe you've mastered it, and even I am depressed we won't get OCS version of Rolling Thunder, I'd like to support you. Long story short: Tell me where can I pay 10-20 euros. so you can buy a pizza, or beer, while you code this? |
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#117 |
Registered User
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Location: Sunderland, England
Posts: 2,265
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Update here as I've managed to add a couple of things... first is I've got the hardware sprite animations now enables, so when I add a sprite in the game it can use a hardware sprite if one is available.
The thing is I have the different enemy colours working (very rough) using the same bitmap data... so all enemy types including the hardware sprites use the same data saving an absolute boatload of memory. [ Show youtube player ] Adding another sprite leaves me no time so I'm about at the limit of what and A1200 and my capabilities can do, I'll continue on and get interaction for the enemies working with the tiles. Then I'll have to tackle the vertical scrolling properly. This is all still an experiment at the moment, no commitment will be made to port the actual game. Geezer |
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#118 | |
CaptainM68K-SPS France
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#119 | |
Registered User
Join Date: Jan 2011
Location: France
Age: 49
Posts: 504
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Quote:
I had the original game on my A500. I don't really understand why to remake this game, instead of making something better. If i had to remake a game on the Amiga AGAs, i would for sure choose some better game, like: "Legend of Hero Tonma", "Street Fighter II", "Magician Lord", "Gauntlet I&II" …. But i would probably rather make my own game, instead of a remake... Last edited by Lord Riton; 31 March 2020 at 21:01. |
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#120 | |
Registered User
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Location: Landsberg / Germany
Posts: 407
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Quote:
McGeezer already proved he is able to handle such a project. So there you go - this should be "something better". |
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