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Old 01 December 2016, 19:20   #1681
saimon69
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Quote:
Originally Posted by Foul View Post
suggestion : why not using TFMX for music and sfx of the game ? you can use 7 tracks easily !
5 tracks for music and 2 for sfx for exemple would be cool !

attached sources for editor and player
TFMX is not just a tracker: is a Paula programming language! Can do everything but is sooo hard to master or even start do stuff - by the way, the arcade too just uses two channels for in-game track and three for intermissions, as i do in milky, but samples are extracted from music .wav so sometimes can be dirty :/

Seven tracks would be fine if you look for an original soundtrack - thought at the idea but so far we are talking of a silkworm arcade perfect port as far as i understood; in style Silkworm however.
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Old 01 December 2016, 19:21   #1682
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Quote:
Originally Posted by kamelito View Post
TFMX 7 voices is nice for intro but not gameplay as it eat too much CPU.
Kamelito
not a prob.. Rygar for Amiga is very well optimized

I imagine if Turrican, R-Type or Apidia are using TFMX, we can do better

Last edited by Foul; 01 December 2016 at 19:32.
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Old 01 December 2016, 20:38   #1683
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not a prob.. Rygar for Amiga is very well optimized

I imagine if Turrican, R-Type or Apidia are using TFMX, we can do better
None of them are using seven voices in-game, though... for the very reason kamelito mentions: It just eats too much CPU. Only intros/endings are 7-voice, during gameplay it's just the four hardware channels.
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Old 02 December 2016, 08:48   #1684
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Stick with what we have now, since it works fine!
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Old 02 December 2016, 10:46   #1685
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Regarding the PAL/NTSC thing... It's not the 80's anymore, everyone has 60hz capable TV's. Coding an arcade game to not run at 60hz would be nothing short of insane.
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Old 02 December 2016, 10:54   #1686
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Originally Posted by Hewitson View Post
Regarding the PAL/NTSC thing... It's not the 80's anymore, everyone has 60hz capable TV's. Coding an arcade game to not run at 60hz would be nothing short of insane.
Can a PAL amiga run at 60hz ?
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Old 02 December 2016, 11:05   #1687
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Regarding the PAL/NTSC thing... It's not the 80's anymore, everyone has 60hz capable TV's. Coding an arcade game to not run at 60hz would be nothing short of insane.
Quote:
Originally Posted by DanScott View Post
Can a PAL amiga run at 60hz ?
Personally I don't agree with the statement that running at 50Hz is insane. It is the Amiga's native refresh rate (for PAL) and it is perfectly fine to run games at the default rate, IMHO.

That said, a PAL Amiga can at least 'fake' 60Hz refresh by shortening the frame using the VPOS write register. DynaBlaster did exactly that.

However, there is (as always) a price: NTSC Amiga's can blit much less per frame than their PAL counterparts (this is because the CPU/Blitter clock of NTSC Amiga's is only ~1% higher than PAL Amiga's, while NTSC's frame rate is 20% higher than PAL).

For a 'fake' 60Hz mode using PAL, the same problem applies. So: running games at 60Hz lowers the amount of objects you can show.

Last edited by roondar; 02 December 2016 at 11:23. Reason: Clarified the text a bit
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Old 02 December 2016, 11:32   #1688
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Stick with what we have now, since it works fine!
maybe you missed the bug discovered by Foul.
just watch his video
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Old 02 December 2016, 12:58   #1689
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maybe you missed the bug discovered by Foul.
just watch his video
Thanks, I'll Tackle That
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Old 02 December 2016, 12:59   #1690
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Originally Posted by emufan View Post
i can reproduce this with winuae too.
do not jump, just use fire button.
run to the first obstacle (the big square stone) and if you die there,
so rygar's body is mid of the stone, you can now walk into that stone and
the pit you can walk over it, like seen in Foul's video.

never experienced this since I could jump over this bug, by using my jump-button


ok, good


yep, good catch
Thanks mate! Just kepp reporting them!
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Old 02 December 2016, 13:06   #1691
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Thanks mate! Just kepp reporting them!
the award goes to Foul, but i will keep watching too
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Old 02 December 2016, 13:14   #1692
sandruzzo
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the award goes to Foul, but i will keep watching too
You're going so well!
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Old 02 December 2016, 17:35   #1693
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respawn collision bug should be gone. I still have a bug about enemies, on it's way
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Old 02 December 2016, 20:02   #1694
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Quote:
Originally Posted by saimon69 View Post
TFMX is not just a tracker: is a Paula programming language! Can do everything but is sooo hard to master or even start do stuff - by the way, the arcade too just uses two channels for in-game track and three for intermissions, as i do in milky, but samples are extracted from music .wav so sometimes can be dirty :/
however.
I completely agre, the main tune uses just 2 channels. You don't need TFMX... soundwise the game was tailored to be done on Amiga

And about the NTSC/PAL question, I really don't care. To me (and this is particular to me I guess), I keep changing from PAL to NTSC to PAL again all the time when using my Amiga. It has always been like that. I am just used to this, and I believe it's the case with any Amiga user overseas. I am fine with either option
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Old 03 December 2016, 03:20   #1695
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Sandruzzo.. mate, I just tested the current .adf on my machine.

The main hero shows up, the background also shows up properly (without those "empty" areas), the time shows up, but the game is still frozen while music plays. I still can't do nothing basically, just keep hearing the music.


I am running the game on real hardware, A600 with 2mb chip , loading from a Gotek after doing the normal boot I usually do with my CF Card (which just boots me into AmigaDOS, does't load Workebench)
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Old 03 December 2016, 08:10   #1696
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Sandruzzo.. mate, I just tested the current .adf on my machine.

The main hero shows up, the background also shows up properly (without those "empty" areas), the time shows up, but the game is still frozen while music plays. I still can't do nothing basically, just keep hearing the music.


I am running the game on real hardware, A600 with 2mb chip , loading from a Gotek after doing the normal boot I usually do with my CF Card (which just boots me into AmigaDOS, does't load Workebench)
I'll try to check that out.
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Old 03 December 2016, 14:30   #1697
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I'll try to check that out.
Surely! Anything you need me to test or check out, just let me know!
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Old 03 December 2016, 16:15   #1698
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Surely! Anything you need me to test or check out, just let me know!
Thanks Mate, Now I'm working on enemies collisions with obstacles and hall. Do you use winuae? Can you send me your configuration?
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Old 03 December 2016, 17:18   #1699
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respawn collision bug should be gone.
Just tested the latest file; the issue Foul discovered is still there.
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Old 03 December 2016, 17:22   #1700
sandruzzo
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Just tested the latest file; the issue Foul discovered is still there.
I'll uploaded a new one. Test now, it works here. Check that out
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