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Old 19 October 2015, 23:49   #41
ransom1122
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Nice Thanks a lot.
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Old 20 October 2015, 11:21   #42
viddi
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I would disable shadows as default, because they slow down the game and look pretty bad (shadow overlays the opponent)
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Old 20 October 2015, 13:26   #43
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[ Show youtube player ]
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Old 20 October 2015, 14:58   #44
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ok, I play it a bit, it's still bad game for me, just a little less bad. You made interesting stuff with it, now I want to play as red cyborg If You are interested with adding more fixes to it I propose to make proper cd32 pad control. Add button for block, and 3 buttons for different attacks. Also scrolled backgrounds and add music for stages, but I think it's too hard. Also reduce hit boxes for some opponents so they have to come closer to player to have successful punch.
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Old 20 October 2015, 17:44   #45
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How is the intro different from the old one? I can't find out the difference in the video s2325 posted :/ It doesn't have the bits where the Cyborg is built.
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Old 21 October 2015, 06:36   #46
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@ransom @reido Cheers!

@viddi Cheers. I actually turned on the shadows by default as they weren't previously - I know they're a bit glitchy but overall I thought it looked a bit better with them on.

@s2325 Thanks for posting to youtube incidentally with Crusher doing a round-house kick seems to be the best strategy - kick at him a second before he's about to come into range with his clippers. Also, it was heart breaking to see how close you got to beating him :/

@Gzegzolka a little bit less bad is basically all I could have hoped for, so I'm glad to have achieved that . All of your suggestions would be great but far beyond my programming ability. Although I -might- have a look at putting block on the Blue button sometime.

@akira The new cdxl intro is in a separate file which plays when it's booted on a real CD32 (the youtube video was filmed by starting the main executable directly in workbench, so you don't get to see the new intro). It's basically just a trimmed version of this - [ Show youtube player ]

Last edited by earok; 21 October 2015 at 06:49.
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Old 21 October 2015, 10:41   #47
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It's not my YouTube account.
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Old 31 October 2015, 01:42   #48
Minuous
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Ability to play more than just Cyborg vs Other Robot or Military vs Military. There are significant problems with this, not the least of which certain files for supporting a bout between two robots (the R#R# files) are missing for most combinations of one robot vs another.
It seems the omission of those R#R# files is deliberate and due to technical considerations. 3DO Magazine (issue #1 p. 34) says: "The immense size of many of the robots rules out robot versus robot fights, although there is a secret option for military versus military since they're reasonably sized."
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Old 31 October 2015, 01:53   #49
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Originally Posted by Minuous View Post
It seems the omission of those R#R# files is deliberate and due to technical considerations. 3DO Magazine (issue #1 p. 34) says: "The immense size of many of the robots rules out robot versus robot fights, although there is a secret option for military versus military since they're reasonably sized."
Ah, interesting. Thanks for that
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Old 22 October 2016, 00:52   #50
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I've made an official downloads page for the project. There's also a preinstalled WHDLoad version for HDD users (which is based on the CD32 files).

http://earok.net/game/rise-robots-se-agacd32

If there's any interest I *may* look at applying the changes to the standard AGA or ECS versions (if anyone's really interested in playing it on a stock A1200 or A600)
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Old 22 October 2016, 02:16   #51
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Great work! Thank you. I will get my SX32 Pro soon and test it!
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Old 22 October 2016, 02:24   #52
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Quote:
Originally Posted by earok View Post
I think we might be talking about two different things - frames appear to be missing from the animations, but the frame rate is theoretically a solvable problem (from a quick experiment, the game runs far better with Fastest Possible Winuae settings)

I'm going to take a guess that fullscreen 256 colours / 8 bitplanes is far too much for a cd32 to cope with at full speed. I'm theorising here but maybe making cuts to the background (height, number of bitplanes, scanlining it) might make a noticible difference.
I have checked this game. It uses 128 colors, and all the tricks in book from the chipset (new 1200 registers and so on).

The problem lies in the game code, they have converted the PC version on the A1200, the problem is that the PC version had a frameskipper included. This has not been removed, and since then, the game engine autolocks on the 68020 clock speed. That's why some frames are skipped.

They are inside the sprite tile banks, i checked the game tiles with maptapper.

I guess the coders never had the time to properly adapt and convert the PC engine for the AGA machines. That's why you get all sorts of bugs on screens, palette bugs and so on.

Have you noticed that Ken and Deejay have bugs from the start ?
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Old 22 October 2016, 02:37   #53
Minuous
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The download page for the WHDLoad version did not work on 3 of the 4 browsers tested. Earok, would you mind if I mirrored it at my site so it can be downloaded by non-Internet Explorer users?

Last edited by Minuous; 22 October 2016 at 03:08.
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Old 22 October 2016, 09:57   #54
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@dlfrsilver that is very interesting. I can only hope the source surfaces so someone can do a proper tidy up.

@minuous I don't have any problem with all with that idea, I know Mega is temperamental at best. But it's entirely possible I may need to take the project down in a hurry..
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Old 22 October 2016, 10:54   #55
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What do you think, would it possible to fix this? I am no coder, so sorry for the stupid question.
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Old 22 October 2016, 15:17   #56
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@dlfrsilver
What do you think, would it possible to fix this? I am no coder, so sorry for the stupid question.
I don't exactly know if the SSF2T amiga program is full asm 68k or part in C.

I'm sure a part of it in C (how stupid, since the CPS2 arcade code is full ASM !).
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Old 06 November 2018, 21:54   #57
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I would like the Whdload version, but only find the ISO at earok site (http://earok.net/game/rise-robots-se-agacd32), unable to see how to start it without burning it, got no cdrom connected to the Amiga these days..
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Old 07 November 2018, 00:09   #58
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You're in luck kris

...I still have this on one of my many external HDD's; I downloaded after earok's initial release: RiseOfTheRobots_AGA_SE [earok].zip

Now in The Zone! for you.

...no idea why earok has removed this from his site though?!?
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Old 07 November 2018, 03:03   #59
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...no idea why earok has removed this from his site though?!?
Who knows thanks for sharing that.


I think when I lost my Mega account I only got around to reuploading the CD32 version, though from memory the 'AGA' version is just the CD32 version bundled with the WHDLoad slave.

I'm planning to look at properly re-releasing it (with a new ECS edition) but I'm not totally sure when I'll get around to it.
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Old 07 November 2018, 09:35   #60
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AHh there it is Thx Damien and Earok for your nice work
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