28 January 2019, 18:30 | #641 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Well i have to make a batch of graphics changes tonight so i will see if i can squeeze it in, i might as well! Watch this space.
|
28 January 2019, 22:49 | #642 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
Here's the problem.... This is the table that creates the copper list for the gradients on round 2/3. Code:
; LINE NUMBER, COLOUR REG, 24BIT VAL, COLOUR REG, 24 BIT VALUE,-1 (TERMINATE) ; -2 = Terminate. ROUND2_COLOUR: dc.l 45,1,$6867ff,-1 ; Sky Gradient dc.l 50,1,$726cff,-1 dc.l 55,1,$7c71ff,-1 dc.l 60,1,$8676ff,-1 dc.l 65,1,$907bff,-1 dc.l 70,1,$9a80ff,-1 dc.l 75,1,$a485ff,-1 dc.l 80,1,$ae8aff,-1 dc.l 85,1,$b88fff,-1 dc.l 90,1,$c294ff,-1 dc.l 95,1,$8080ff,-1 ; Top of the waterfall animation pointers ; dc.l 100,1,WATERTOP_BG_COL01,0 ; Store pointer to WATERTOP_BG_COL01 here ; dc.l 100,6,WATERTOP_BG_COL06,0 ; Store pointer to WATERTOP_BG_COL06 here ; dc.l 100,7,WATERTOP_BG_COL07,0 ; Store pointer to WATERTOP_BG_COL07 here ; Mid section of waterfall animation pointers ; dc.l 120,1,WATERMID_BG_COL01,0 ; Store pointer to WATERMID_BG_COL01 here ; dc.l 120,6,WATERMID_BG_COL06,0 ; Store pointer to WATERMID_BG_COL06 here ; dc.l 120,7,WATERMID_BG_COL07,0 ; Store pointer to WATERMID_BG_COL07 here ; dc.l 156,1,WATERBOT_BG_COL01,0 ; Store pointer to WATERBOT_BG_COL01 here ; dc.l 156,5,WATERBOT_BG_COL05,0 ; Store pointer to WATERBOT_BG_COL05 here ; dc.l 156,6,WATERBOT_BG_COL06,0 ; Store pointer to WATERBOT_BG_COL06 here ; dc.l 156,7,WATERBOT_BG_COL07,0 ; Store pointer to WATERBOT_BG_COL07 here ; dc.l 169,1,100-105-250,0 ; Reset Water Colours ; dc.l 169,5,36-50-252,0 ; Reset Water Colours ; dc.l 169,6,236-193-188,0 ; Reset Water Colours ; dc.l 169,7,252-254-252,0 ; Reset Water Colours dc.l 170,1,$1010dd,-1 ; Water Gradient dc.l 172,1,$0000ff,-1 dc.l 173,1,$3010ff,-1 dc.l 174,1,$3818ff,-1 dc.l 175,1,$4020ff,-1 dc.l 176,1,$4828ff,-1 dc.l 177,1,$5030ff,-1 dc.l 178,1,$5838ff,-1 dc.l 179,1,$6040ff,-1 dc.l 180,1,$6848ff,-1 dc.l 181,1,$7050ff,-1 dc.l 182,1,$7858ff,-1 dc.l -2 Probably take a couple of coding sessions to do it...maybe for the weekend (Then Damien and Roondar will be happy ) Geezer |
|
28 January 2019, 22:50 | #643 |
Registered User
Join Date: Aug 2014
Location: England
Posts: 231
|
This is looking very good mcgeezer!
What about the later levels when things get hectic? i.e round 19? Will graphical or otherwise sacrifices be made or a slow down or no problems? RE: A1200 AGA version, I come from an 8 bit ZX Speccy to 16-bit A500+, WOW! Bought an A1200, ok but the same step up (yes better games in 3-d the likes of Frontier, F1GP and Wing Commander, even a 040 was needed for a good Doom experience when I 'towered' up) was never the same impact! People who whine about AGA vs OCS must be technically illiterate. OK then, name a game on the A500 that was as hard to convert as this game and at even at this stage was as accurate?! So to summarize going from 8 to 16 bit WOW! 16 to 32 bit not so much wow! |
29 January 2019, 10:36 | #644 |
ex. demoscener "Bigmama"
Join Date: Jun 2012
Location: Fyn / Denmark
Posts: 1,624
|
@Geezer: My antivirus (Kaspersky) blocks your url "http://109.228.4.199/rygarproj1.png". It isn't really clear what it doesn't like about it, but just wanted to let you know.
|
29 January 2019, 13:49 | #645 | ||
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
In all honesty I'll be happy if I get levels 1 to 4 done for the end of February, the rest of the game will come before May. Quote:
Personally I wouldn't run it as UK government does not recommend it. Geezer |
||
29 January 2019, 21:19 | #646 | |
Registered User
Join Date: Aug 2014
Location: England
Posts: 231
|
Quote:
|
|
29 January 2019, 23:49 | #647 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Here's my first stab at the background animation...
It's a bit buggy at the minute but hopefully you'll get the idea. I'll need to modify the arcade pixels some more to get it to become more fluid. Nearly there though. http://109.228.4.199/rygarbg.mp4 Geezer |
30 January 2019, 02:27 | #648 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
|
@mcgeezer: If I understood you correctly, you want to add color variations. May I suggest to prepare several color subtables as in copperlists-format, and then just jump from your main copperlist to the subtables currently needed using COP1LCH etc.? Speeds things up a bit, that´s how I do it in RESHOOT R ... also, in general, there is no need to write color regs within the copperlist, it´s sufficient to write them once via cpu. Unless of course you reuse color regs within one frame.
|
30 January 2019, 08:17 | #649 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
The problem in game isn't too difficult to solve and using multiple copper lists doesn't really help with it because I need to factor the sprite registers at the correct vertical position, the routine has to be repeatable because different rounds have different copper lists. To optimise the background fade when the time runs out I'll use multiple copper lists, at the moment it doesn't do that and is rather slow. Geezer |
|
30 January 2019, 14:22 | #650 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,439
|
Exactly. It reminds me a discussion with one of the Super Street Fighter 2 Amiga coder on facebook. He was saying that the AGA Amigas we're perfectly able to do a nearly 1.1 conversion of the game, but that the lead developpement version was aimed to fit in the 512kb chip Amiga ram. In fact, the AGA version just benefits of some few extra colors and maybe SFX, but don't benefits at all of extra CPU power or 2mb chip ram of the 1200. The AGA version was just a recolorized OCS one, a quick and dirty port made for US Gold in few time (unlike they were saying in previews at that time).
|
30 January 2019, 16:12 | #651 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
|
The Amiga was never capable of a percect translation of any SF-game, simply because it lacked a sufficient and standardized game-controller. Visuals alone do not make a perfect game :-)
Having said that, I think there were a few AGA-games that did the Amiga justice. Skeleton Crew and Banshee are some examples of games that did more than just fill the background with a second AGA-only playfield. Also, Aladdin made good use of the 2 MB Chipmem to draw big and lively animated objects onto the screen. Last edited by DamienD; 31 January 2019 at 15:00. |
31 January 2019, 14:58 | #652 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
|
All discussion related to "arcade games that should be ported to the Amiga" have now been moved to this thread: Arcade games that should be ported to the Amiga, though I'm sure there's already a similar thread... need to search.
|
31 January 2019, 21:26 | #653 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
I've branched off the background water fall animation as it was causing all manner of issues and I need to focus on the enemies...
Don't worry it will get done, it's just not a priority for the moment. Geezer |
31 January 2019, 22:39 | #654 |
CaptainM68K-SPS France
|
ok
|
01 February 2019, 13:15 | #655 | |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 942
|
Quote:
|
|
01 February 2019, 14:00 | #656 |
Registered User
Join Date: Sep 2004
Location: Poland
Posts: 1,302
|
I said similar, but... well... it was moved here.
|
02 February 2019, 22:47 | #657 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Had a bit of time tonight to add in the small Rhino. Also added in is better enemy collision detection, you'll notice the enemies all respect the environment now like obstacles and platforms.
http://109.228.4.199/rygarrhino.mp4 Geezer |
02 February 2019, 23:38 | #658 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,889
|
since when do politicians know anything about anti-virus?
Probably a mistake on their part They have missed this : Karpersky for Home users, for Business |
03 February 2019, 00:00 | #659 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
The National Cyber Security Centre does though. |
|
03 February 2019, 00:43 | #660 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,889
|
I have noticed that some enemies are able to walk over the hole.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Entry: Rygar AGA Edition | mcgeezer | Coders. Entries | 75 | 28 February 2019 20:41 |
On the Ball - World Cup Edition AGA | djcasey | request.Old Rare Games | 4 | 25 January 2013 12:39 |
On The Ball League Edition AGA , Player Manager 2 | StarEye | Games images which need to be WHDified | 11 | 22 January 2010 18:21 |
The Vague #1 AGA-RTG edition is released ! | kas1e | Amiga scene | 12 | 30 October 2007 00:27 |
On The Ball: World Cup Edition AGA | CodyJarrett | request.Old Rare Games | 11 | 27 May 2003 06:14 |
|
|