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Old 24 February 2016, 16:03   #81
vulture
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@earok

First of all, kudos for your work m8! Now, if I may suggest a control scheme. As I actually prefer UP for jump, I would like to have it left as is, but have the second fire button do what down+fire does ie fire the second weapon and down+fire to open doors. Of course, if possible, it'd be nice to have a few different control schemes selectable by some tooltype so that everyone's happy!
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Old 24 February 2016, 22:20   #82
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I'll see what I can do - my primary difficulty with control scheme hacks is since I'm doing hex edits on the disk image, I can only overwrite code rather than insert new code (so for instance, with the blue button jump, I had to overwrite the code for the up button jump).

If only I knew how to write WHDLoad slaves
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Old 26 February 2016, 13:48   #83
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Ok! Worked out sprite replacement. Any other sprites I should replace? (Don't say "all of them" because I think most are fine as is! It might be too time consuming to replace wonderboy himself but I could try)

Another before / after shot.



I'm thinking about stopping the timer, I know it's not a terribly difficult game as is but I find the timer to be an annoying constraint (I'd like to be able to take a stroll through the world without being rushed!). I could look at counterbalancing it by, for instance, removing the health gained after a boss fight. Any thoughts?
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Old 26 February 2016, 13:58   #84
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Looking good to me, the ghost/knight whatever it is 200% better than the one on the left!
Good idea about removing time restraint, though i think leaving the boss health bonus should be left as its a reward for the player for beating the boss, just annoying even thinking about getting nothing :-P
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Old 26 February 2016, 14:03   #85
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Originally Posted by Amigajay View Post
Looking good to me, the ghost/knight whatever it is 200% better than the one on the left!
Good idea about removing time restraint, though i think leaving the boss health bonus should be left as its a reward for the player for beating the boss, just annoying even thinking about getting nothing :-P
Fair enough!
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Old 26 February 2016, 14:40   #86
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The timer, IMO, is a crucial part of the game design.. at least on the other versions of the game. Yes, it's a game you need to rush, because the time is very tight most of the time, but that's how the game was designed, and I think it's s nod to the older Wonderboy game.
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Old 26 February 2016, 16:47   #87
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This is really cool! Love projects like this! Keep up the great work

Oh and btw, would it be possible for you to make the timer optional?
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Old 26 February 2016, 17:14   #88
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Quote:
Originally Posted by earok View Post
I'll see what I can do - my primary difficulty with control scheme hacks is since I'm doing hex edits on the disk image, I can only overwrite code rather than insert new code (so for instance, with the blue button jump, I had to overwrite the code for the up button jump).

If only I knew how to write WHDLoad slaves
Please leave using a button for jump (or the option for it) Its closer to the arcade.

Not to mention its a far better control method.
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Old 26 February 2016, 17:16   #89
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or press space key to jump like in Dynamite Dux
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Old 23 March 2016, 23:28   #90
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Whoa, haven't seen that before. Pretty cool looking forward to seeing your graphics

I definitely don't have any ambitious scope for this, I just wanted to tidy up a couple of rough edges in preparation for an unofficial CD32 port..
Crap, I always lose track of threads.

Unfortunately I don't have spritesheets, only lose images for every sprite and every frame of animation. Back in them days I did my own packaged binaries. But its all just rips from the Amiga version, probably not what you need.
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Old 20 October 2016, 19:30   #91
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Hmmm, so where are the latest files available from?

Be it a CD32 .ISO or...
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Old 20 October 2016, 22:30   #92
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Following on from this recent post related to "Dragon Spirit SE": http://eab.abime.net/showpost.php?p=...0&postcount=26

...I've now created an .ADF from earok's "Super Wonderboy in Monsterland SE" WHDLoad package.

Original archive is located here: Wonderboy CD32 alpha.zip

Sword is the first joystick button while jump is the 2nd joystick button. Space to enter doors.

The .ADF file is in The Zone!

Unfortunately due to the way in which WHDLoad works, the game needs an A1200 with 2MB Chip and at least 1MB Fast RAM...
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Old 21 October 2016, 04:00   #93
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Sadly I believe my most recent work on it was lost. We're still tentatively thinking about a ReImagine overhaul release in the style of Giana Sisters SE. Hopefully we'd be able to get some help making the engine run smoother too. But of course AlarCity is our priority until release.

I'm tentatively planning to set up a small blog or website for all of my various SE's that don't have the same level of care that went into Giana Sisters SE (that is to say, ones that haven't had Tsak's amazing artistic touch yet ). I think all of them are:

- Dragon Spirit SE
- Wonderboy SE
- Wonderdog SE
- UN Squadron SE
- Rise of the Robots SE
- Giana 2 Futureworld

(Could possibly treat Raid Over Moscow as part of this project)
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Old 21 October 2016, 10:45   #94
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I uh, ahem, have done ADF's of this too.

http://earok.net/game/wonderboy-monster-land-se

They're patches of the Flashtro ADF, so cracked, trained and should work on a basic A500. There's 1 button and 2 button flavors for both ADF and HD (WHDLoad). CD32 edition is the only version with up to enter doors.
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Old 21 October 2016, 11:39   #95
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Awesome earok
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Old 22 October 2016, 16:47   #96
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Quote:
Originally Posted by earok View Post
Sadly I believe my most recent work on it was lost. We're still tentatively thinking about a ReImagine overhaul release in the style of Giana Sisters SE. Hopefully we'd be able to get some help making the engine run smoother too. But of course AlarCity is our priority until release.

I'm tentatively planning to set up a small blog or website for all of my various SE's that don't have the same level of care that went into Giana Sisters SE (that is to say, ones that haven't had Tsak's amazing artistic touch yet ). I think all of them are:

- Dragon Spirit SE
- Wonderboy SE
- Wonderdog SE
- UN Squadron SE
- Rise of the Robots SE
- Giana 2 Futureworld

(Could possibly treat Raid Over Moscow as part of this project)
Thank you kindly earok

I've now added the following to my WinUAE collection
- Dragon Spirit SE
[used the .ADF that you created]

- Rise of the Robots SE
[used the HDD package you created with WHDLoad]

- UN Squadron SE
[tried copying the files from your package to "U.N. Squadron (1990)(U.S. Gold)[cr Genesis - Angels][t +7 SR - Valhalla].adf"; unfortunately doesn't work so used the HDD package you created with WHDLoad instead]

- Wonderboy in Monsterland SE
[used the .ADF that you created]

- Wonder Dog SE
[used the .ADFs that you created]
Regarding "Giana 2 Futureworld" I haven't been able to find any information on this... Is this something new that you're working on?

Unless of course you are referring to "Giana Sisters SE"?
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Old 22 October 2016, 17:06   #97
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http://earok.net/game/giana-ii-future-world
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Old 22 October 2016, 17:26   #98
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Ah thank you my friend

...so it's a modified "Hard 'n' Heavy" version.
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Old 22 October 2016, 17:46   #99
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No big deal but thought I'd ask...

Why on the title screen does it say "Arther and Martha" instead of "Giana and Maria"?

Edit: ignore that question; I can see that earok has mentioned on the webpage:

A basic hack of "Hard N Heavy" to reskin it as "Giana II: Arther and Martha in Future World" (the original title - more history at http://www.c64-wiki.com/index.php/Hard'n'Heavy#Trivia)
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Old 22 October 2016, 22:25   #100
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If you can wait a little while with UN Squadron, I want to do a little more on it. What I've done so far
  • Slowed the scrolling
  • Slowed the enemy projectiles

What I still want to do
  • Slow the enemy patterns
  • Replace the title screen
  • Possibly palette changes
  • Possibly slow the player's aircraft
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