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Old 01 September 2019, 17:05   #181
Retro1234
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I know its crap but just for performance comparison that sample Backbone game the monkey with the gun I'd like to see this running under Scorpion

Thanks.
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Old 01 September 2019, 17:33   #182
DamienD
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Quote:
Originally Posted by Gzegzolka View Post
I remember there was a platform game made in backbone about Vampires, Curse of the Night. I am sure it deserves better engine.
That was nobody's game: Vampire: Curse of the night
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Old 01 September 2019, 20:43   #183
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Well yes but I lost all project files (actually lost everything about it) after a hard disk crash that had to format my pc. Maybe I could do another one from scratch if the engine can support it, like an enchanted version or something with extra levels etc. Backbone was too limited, I think I pushed it as far as it goes with that game, and also had to fit it to 1 disk.
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Old 02 September 2019, 00:23   #184
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@Retro1234 The monkey game has various features that are either not currently supported by the converter (platforming, animated tiles) or are not yet implemented in Scorpion itself (background gradients, which I'm honestly not a fan of and i'd rather not implement at all, as well as ducking which I'll need to investigate implementing).

I can look at that, as well as a Chaos Guns conversion, when TOG1 is done.

@nobody If it comes to it, I'd be able to convert the levels, tilesets, sprites and sound effects without the source, but the logic would need to be built from scratch though.
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Old 02 September 2019, 00:36   #185
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Thanks dude, although its a rather terrible game it has 8 way scrolling and unlimited bullets? it would be very interesting to see it running with Hardware scrolling its the only Backbone game I can remember and iirc it was painfully slow.
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Old 02 September 2019, 13:33   #186
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I've done a push to the git repo with some minor memory/disk optimisations.

The compiler now packs graphics so that each image and mask is packed only once (so, for example, bobs with identical masks only have one copy of the mask added to the project output), also it now uses Modpacker to clean each mod file in the project to save a few KB here and there (I've seen it strip 50KB out of some larger mod files).
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Old 02 September 2019, 22:18   #187
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This is a question i had since a while, but do the sound routine in blitz - or a custom made one - support multiple songs in a mod file (via jumping at a specific position in the song)? Am asking because am helping others that use Blitz and having a similar feature will save some space
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Old 02 September 2019, 23:01   #188
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Originally Posted by saimon69 View Post
This is a question i had since a while, but do the sound routine in blitz - or a custom made one - support multiple songs in a mod file (via jumping at a specific position in the song)? Am asking because am helping others that use Blitz and having a similar feature will save some space
In theory, that shouldn't be too hard. Can you give me a mod with multiple songs, as well as the start positions for each song?
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Old 02 September 2019, 23:31   #189
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In theory, that shouldn't be too hard. Can you give me a mod with multiple songs, as well as the start positions for each song?
can send you via PM
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Old 03 September 2019, 12:56   #190
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I've done an emergency check in. I had missed a bug that meant some of the blocks on the Alex Kidd demo were distorted (I had forgotten that not absolutely everything had stored the addresses of masks. Since the GFX packing is a little smarter, there's never more than one copy of any mask in memory. Some parts of the code had the assumption that the mask would always be directly after the image. Whoops).

Do feel free to test any checkins I've done, my GIT commit process also generates LHA's of all of the sample games.

I've also (thanks to JMD's assistance with a test song), added the ability to skip to any position in a song. Eg,

Code:
~ Music = Song //Load the song
~ MusicPos = 16 //Jump to $10
~ Wait = 50 //Wait 50 frames
~ MusicPos = 8 //Jump to $8
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