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Old 26 April 2024, 05:49   #81
TCD
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So... how done is this one, jotd?
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Old 26 April 2024, 07:42   #82
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It's missing 2P game and there are a few minor bugs (status panel is cleared when you restart a game)

Plus there's an enhanced version for AGA coming. Something that can't be done using 8 colors
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Old 26 April 2024, 14:36   #83
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Okay, I'll wait with the new HOL entry then
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Old 28 April 2024, 00:22   #84
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Updated on itch again. Added AGA mode with new graphics by Toni Galvez. There may be some changes on them but it already looks great!

Also fixed a couple bugs & annoyances. Approaching final version.
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Old 28 April 2024, 02:22   #85
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@JOTD

Latest version works correctly on my all Amiga (ACA500PLUS, A1200) for WHDLoad and ADF versions.

Many Thanks, it's a very nice job... congratulations

Maybe just add a restriction in Your AGA slave to prohibit the AGA slave from starting on a non-AGA system.

Best regards,

Pascal
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Old 28 April 2024, 10:42   #86
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Was running the latest ver through Amikit (HD version).

On the attract sequence, with the final boss and 1 alien flying around, when alien is destroyed the explosion does not disappear and is left as part of the background, so to speak.

Other than that, still awesome!
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Old 28 April 2024, 11:21   #87
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AGA mode!!

Hell yes
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Old 28 April 2024, 11:36   #88
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Quote:
Originally Posted by acidbottle View Post
Was running the latest ver through Amikit (HD version).

On the attract sequence, with the final boss and 1 alien flying around, when alien is destroyed the explosion does not disappear and is left as part of the background, so to speak.

Other than that, still awesome!

Yes, I noticed that. There should be more aliens for starters... There are still minor bugs that I have to solve. Also refresh issues in 2P mode but 2P mode is now functional.

Actually, the non-disappearing explosion also occurs in the original game at this stage.

Last edited by jotd; 28 April 2024 at 20:43.
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Old 28 April 2024, 20:32   #89
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so, the actual revision could be considered a final beta?
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Old 28 April 2024, 20:43   #90
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I've fixed a few things (not released), plus Toni will improve the AGA graphics slightly, so next release could be very much be the final version.
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Old 28 April 2024, 20:53   #91
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ok, i will wait
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Old 28 April 2024, 21:41   #92
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Quote:
Originally Posted by jotd View Post
I've fixed a few things (not released), plus Toni will improve the AGA graphics slightly, so next release could be very much be the final version.
Didn't know . So as well as being our supplier of passion through WinUAE, he's good at retouching graphics with drawing programmes .
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Old 28 April 2024, 21:50   #93
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Toni Galvez, not Wilen

We need 2 Tonis to make it work.
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Old 28 April 2024, 21:52   #94
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Quote:
Originally Posted by jotd View Post
Updated on itch again. Added AGA mode with new graphics by Toni Galvez. There may be some changes on them but it already looks great!

Also fixed a couple bugs & annoyances. Approaching final version.
Great news! Another game after Deluxe Galaga AGA which could be classic in AGA deluxe version.
Thanks for efforts.
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Old 28 April 2024, 21:58   #95
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Stick out tongue

Oops ..
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Old 29 April 2024, 23:31   #96
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Yes, the translator is open source like everything that I build for Amiga

https://github.com/jotd666/amiga68kt...ols/z80268k.py

Don't expect that things work out immediately. There are a lot of manual rework to perform. But with this tool I could make games boot in just a few evenings, where manual transcode would require weeks.
Amazing, thanks! I would like to try and decode a rom of an arcade into an assembly syntax that's slightly more readable to me, and if possible reuse part of the logic to actually do some Amiga stuff (hint: it's a laser game...).

I'll give it a go for sure.
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Old 30 April 2024, 19:33   #97
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I never used it to reuse parts, only the whole thing. There isn't a lot of generic stuff in old codebases like this. You'll find multiplication & division using shifting, which is interesting, but you can avoid it altogether on 68000.

One of the reasons I migrated from recode (with possible RE of A.I. parts) to full transcode is that the global effort is less important. Yes. you don't have to bother about animation frames, game internal states & variable design... And if there are bugs (there will be!) they're mostly localized. Fix it, you're not going to break something else. It will just work better.
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Old 01 May 2024, 08:56   #98
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Why is there a requirement to insert coins? This is not necessary nor normal for a home conversion.
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Old 01 May 2024, 10:07   #99
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Why is there a requirement to insert coins? This is not necessary nor normal for a home conversion.
Right, but it's part of the game screens. The conversion wouldn't be "complete" without it
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Old 01 May 2024, 10:14   #100
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Quote:
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Why is there a requirement to insert coins? This is not necessary nor normal for a home conversion.

Rainbow Islands has it too. And without it you don't get to see the attract mode & demo.


I could change "INSERT COIN" text to "PRESS FIRE", that said, good point. And implemented. Will appear in final release (all bugs have been fixed, now waiting for gfx sheet for Aga and it will be complete)

Last edited by jotd; 01 May 2024 at 10:25.
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