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Old 19 November 2016, 05:09   #1561
ReadOnlyCat
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Originally Posted by dlfrsilver View Post
A tool is going to be needed to do the placement easily and faster.

Same for the mapping (i will try to extract the map-data for each level).
Absolutely. This is what I was hinting at, manual work on demand will discourage even the most adventurous kittens over time.
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Old 19 November 2016, 12:41   #1562
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update : found a shot for the bat, color was not correct.
Attached Files
File Type: 7z Rygar_sprites_all_good_colors.7z (135.1 KB, 61 views)
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Old 19 November 2016, 12:44   #1563
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update : found a shot for the bat, color was not correct.
Now we have hit on top frame for the drone too!
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Old 19 November 2016, 14:36   #1564
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Added second obstacles, the one to exti from the temple
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Old 19 November 2016, 14:56   #1565
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Originally Posted by dlfrsilver View Post
A tool is going to be needed to do the placement easily and faster.

Same for the mapping (i will try to extract the map-data for each level).
What kind of tool? PPaint is immensely scriptable and has good remapping functions.
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Old 19 November 2016, 14:56   #1566
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Quote:
Originally Posted by sandruzzo View Post
Now we have hit on top frame for the drone too!
Now, just you wait, i have all the tiles of the game, with the perfect colors !

each GFX bank is spanned on an individual 256 colors palette.

Basically, this means the coin-op use 4x256 colors palettes,

or better said 128 palettes of 16 colors. LOL


Let me know what you need : must i regroup the tiles per round part ?

It would be easier for Invent ?
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Old 19 November 2016, 16:49   #1567
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Originally Posted by dlfrsilver View Post
Now, just you wait, i have all the tiles of the game, with the perfect colors !

each GFX bank is spanned on an individual 256 colors palette.

Basically, this means the coin-op use 4x256 colors palettes,

or better said 128 palettes of 16 colors. LOL


Let me know what you need : must i regroup the tiles per round part ?

It would be easier for Invent ?
You're doing a great incredible job! THANKS!

We have to regroup enemy by level
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Old 19 November 2016, 17:32   #1568
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ok, this is going to be easy, i'll take care of that.

Once done, i'll give the hand to invent
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Old 19 November 2016, 18:10   #1569
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Ok, Sandruzzo, i have fully understood the way the big rhino hit frame is done.

EDIT : from round 21, if you loose your life, even if you put in some coins, the game stops and back to Round 1 !

Last edited by dlfrsilver; 19 November 2016 at 18:15.
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Old 19 November 2016, 19:00   #1570
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EDIT : from round 21, if you loose your life, even if you put in some coins, the game stops and back to Round 1 !
Please leave this part out of the Amiga version. Quite unfair and impossible to complete the game
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Old 19 November 2016, 19:32   #1571
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Please leave this part out of the Amiga version. Quite unfair and impossible to complete the game
I won't do anything about it, since it's related to the code.

Sandruzzo will see what he wants to do ?
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Old 19 November 2016, 19:52   #1572
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Ok, the graphics are almost final. Only lacks sprites Red palette hits.

Otherwise, i have made a big archive with my work of the day

Some tweaks will be needed here and there.

Last edited by dlfrsilver; 21 November 2016 at 14:39.
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Old 19 November 2016, 20:06   #1573
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Ok, the graphics are almost final. Only lacks sprites Red palette hits.

Otherwise, i have made a big archive with my work of the day

Some tweaks will be needed here and there.


https://www.dropbox.com/s/ndhb9cu9j5...t_Beta.7z?dl=0
What a work Mate!!
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Old 19 November 2016, 20:08   #1574
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Please leave this part out of the Amiga version. Quite unfair and impossible to complete the game
I don't do that. We have time to set game play fair!
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Old 19 November 2016, 20:11   #1575
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Now we need tiles done like the current Level. Codetapper did it. Can he helps us more?
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Old 19 November 2016, 20:14   #1576
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Now we need tiles done like the current Level. Codetapper did it. Can he helps us more?
what we would basically need, is to rip out of the arcade main code the map tile data.

Oh by the way, i have a great idea about the room where the round ends.

I propose to use already built up screen for that. i can prepare the screens in 256x224 for this.

Just tell me what you want
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Old 19 November 2016, 20:32   #1577
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Originally Posted by dlfrsilver View Post
what we would basically need, is to rip out of the arcade main code the map tile data.

Oh by the way, i have a great idea about the room where the round ends.

I propose to use already built up screen for that. i can prepare the screens in 256x224 for this.

Just tell me what you want
I think there is site where all maps are there. What is your idea about end room?
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Old 19 November 2016, 21:22   #1578
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Quote:
Originally Posted by sandruzzo View Post
I think there is site where all maps are there. What is your idea about end room?
Well, the screen is always the same, only the internal graphics change (the dragon, the statue, the 2 karate guys, the helmet & chains).

but well, we won't escape the levels mapping.

I have included the tiles from the arcade in order for invent to color smooth/reduce more easily.
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Old 19 November 2016, 22:48   #1579
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Nice work, guys...
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Old 21 November 2016, 06:36   #1580
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I recall that there is a site were all maps are available, but I wasn't able t o find it. Can someone helps us to find it and convert maps into tiles like we did for the current level?
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