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Old 20 January 2020, 22:50   #1
Dustyarddog
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Rolling Thunder

I absolutely loved playing this game back in the day. Tbh, I have forgotten what system I played it on.

So, I thought I would see if I could get some discussion going about the game, best versions and systems to play it on.

Who else enjoyed this game, what did you like about it and what are your recommendations for playing it now?
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Old 20 January 2020, 22:51   #2
DanScott
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You could not have been playing it on the Amiga then, as there's no way you 'd forget how utterly terrible it was
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Old 20 January 2020, 23:18   #3
Amigajay
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Loved playing this in the arcade back in the day, then got the Spectrum port which wasn’t too bad, at least more fun than the Amiga version!

Then got the Asian version Rolling Thunder 2 when i had my Megadrive, cracking game, i still play it from time to time, really fun with 2 players.

Not played too much of Rolling Thunder 3, the second game pops into my head when i try to remember so prob much like Golden Axe 3 was a sequel too far!
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Old 21 January 2020, 07:39   #4
TjLaZer
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Interesting that there isn't a WHDLoad for this, there is a JST install though. Works great.
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Old 21 January 2020, 08:44   #5
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I've got recentrly on Switch (Namco collection) and it's a beauty
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Old 21 January 2020, 09:14   #6
Dustyarddog
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I looked at the Switch Namco collection, but having static borders puts me off (screen burn).

I never knew there was an Amiga version. Ill check this out.

I have it on Mame I think (ill check later) so will revisit the arcade version.
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Old 21 January 2020, 10:06   #7
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I've recently played it in a High Score compo. First time in a few decades after ZX Spectrum. Comparing the ports I must admit the ZX one wasn't too bad.

About the game itself, hmm, mixed feelings. It's rather dull (at least in the beginning) but also kinda addictive. This time I got to the 3rd or 4th level (with the flying things) in the arcade version. It helps to pace yourself instead of rushing ahead.

Also, the gfx style is sort of camp - was it actually based on some eighties cartoon or TV show?
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Old 21 January 2020, 10:49   #8
Steril707
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The Amiga version of that game is like the epitome of a Tiertex production.
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Old 21 January 2020, 11:08   #9
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I love this on the arcade..
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Old 21 January 2020, 11:28   #10
CFOU!
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Quote:
Originally Posted by Steril707 View Post
The Amiga version of that game is like the epitome of a Tiertex production.
badly...

But there are no whdloas's patch!, i will try to done it (already done an unofficial JST patch longtimes ago)

Last edited by CFOU!; 21 January 2020 at 12:54.
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Old 21 January 2020, 12:02   #11
DamienD
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The arcade is the best version; thank God for MAME
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Old 21 January 2020, 12:22   #12
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Arcade version by far is the best... In fact Rolling Thunder & Shinobi are 2 of my most played MAME games.

As bad as the Amiga version is I still play it every now and then.

[ Show youtube player ]

Last edited by ransom1122; 21 January 2020 at 14:34.
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Old 21 January 2020, 13:02   #13
CFOU!
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here my unofficial JST patch (working with both IPF versions)

i will adapte it and enhance it for WHDLoad support
Attached Files
File Type: lha RollingThunder-JST-CFOU-unofficial.lha (3.1 KB, 19 views)

Last edited by CFOU!; 21 January 2020 at 17:52.
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Old 21 January 2020, 16:30   #14
CFOU!
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Quote:
Originally Posted by Dustyarddog View Post
I absolutely loved playing this game back in the day. Tbh, I have forgotten what system I played it on.

So, I thought I would see if I could get some discussion going about the game, best versions and systems to play it on.

Who else enjoyed this game, what did you like about it and what are your recommendations for playing it now?
better version=>arcade for me
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Old 21 January 2020, 17:43   #15
Retro-Nerd
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Of course the Arcade version is the best. But for plain gameplay both Mega Drive games are far better and more fun.

Last edited by Retro-Nerd; 21 January 2020 at 19:50.
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Old 21 January 2020, 19:50   #16
Dustyarddog
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Yay, I have got it on Mame. So I guess I must stop playing R-type on Amiga and play this for a bit.

This thread jogged my memory, and I believe it was a Spectrum 128+2 I used to play it on. This is a machine I no longer have, but I will keep keeping an eye out for a decent one.

CFOU, Im looking forward to getting my hands on the whdload version when you get this going.
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Old 21 January 2020, 21:40   #17
BippyM
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Quote:
Originally Posted by CFOU! View Post
here my unofficial JST patch (working with both IPF versions)

i will adapte it and enhance it for WHDLoad support
Enhance it by making it a decent game
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Old 21 January 2020, 21:53   #18
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I've sent an email to Tiertex to see if they'll transfer development rights to me for a re-port.

The reply should be a laugh.

"



To: gamesinfo@tiertex.com

Hi there,

I'm just enquiring if Tiertex still hold the development rights for Rolling Thunder and if there would be any interest of a re-port of the arcade game to the Amiga version? I would be looking for a commercial license agreement with this if one would be available.

I would be grateful if you could get back to me.

Many thanks,
"
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Old 21 January 2020, 21:55   #19
Retro-Nerd
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Ask them if you are allowed to implement the missing 43 of 50 frames per second for scrolling.
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Old 21 January 2020, 23:11   #20
Asman
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@mcgeezer

As I know they can't, because they don't have such rights.

In 2011 I sent an email to Donald Campbell about possibility to release all Tiertex games with sources if is possible. And the answer was something like that: publishers have rights and sources.

@Retro-Nerd
As I remember it should be more like 45-47 of 50 frames. It really bad example of game written in 68000 asm.

For example lets focus on function make_sprite_adr

Code:
make_sprite_adr:
	move.w	#$6E,d7			;8c
	subq.w	#1,d7			;4c
	lea	(sprite_table).l,a0	;12c
	move.l	#$30000,d0		;12c !!! sprite_adr
.loop:	move.l	d0,(a0)			;12c
	move.w	(4,a0),d1		;12c
	mulu.w	(6,a0),d1		;52c
	lsl.l	#3,d1			;14c
	andi.l	#$FFFF8,d1		;16c
	add.l	d1,d0			;8c
	adda.l	#12,a0			;16c
	dbra	d7,.loop		;10c *109 + 14
					;total = 130 * 110 + 1104 = 15404c
	rts				;16c

	;total = 15456c
;
;	SPRITE LOOKUP TABLE
;
;	START OFFSET,WIDTH,HEIGHT,XOFFSET,YOFFSET
;	START ADDRESS ARE GENERATED BY SOFTWARE INITIALLY 
;
	EVEN
sprite_table:
	REPT 110
		dc.w	0,0,2,42,0,0
	ENDR
	
	;memory 1370 bytes
Above function can be optimized and simplified (of course after whole source analyzation)

Code:
SPRITES_AMOUNT	EQU 95
SPRITES_ADR	EQU $30000

SPRITE_WIDTH	= 32
SPRITE_HEIGHT	= 42
SPRITE_BPL	= 4

SPRITE_SIZE	= SPRITE_WIDTH/8*SPRITE_HEIGHT*SPRITE_BPL

make_sprite_adr:
		moveq	#SPRITES_AMOUNT-1,d2	;4c

		lea	sprite_table(pc),a0	;8c
		move.l	#SPRITES_ADR,d0		;12c
		moveq	#0,d1			;4c
		move.w	#SPRITE_SIZE,d1		;8c

.loop		move.l	d0,(a0)+		;12c
		add.l	d1,d0			;8c
		dbf	d2,.loop		;94*10+14
						;total 20*95+954 = 2854c
		rts				;16c
		;total 2908c

sprite_table:
		ds.l	SPRITES_AMOUNT

		;memory 408 bytes
It seems that games was coded in great hurry, because we can find for example validation of map in code instead of changing the map file.

Code:
	;validate maps
		lea	$25800,a0	;12c
.valid		cmpi.w	#$190,(a0)+	;12c
		bcs.w	.next		;10c - 12c
		move.w	#$3D,(-2,a0)	;16c * 7004
.next		cmpa.l	#$2DCD0,a0	;14c
		bcs.w	.valid		;10c, one time 12c
	;total 908086c
Above code should be removed from source.

There is only one positive thing about RT. It's great to increase your optimization skills.


@CFOU!

Some time ago (long!!!) I've started working on WHDLoad slave for RT. I wanted also fix game bugs like jerky scroll but I failed, mostly because I've made too many changes in resourced code and game sometimes just hangs. There is funny bug in game when you just start. go to the left corner and shoot in left, bullet will stay forever
I hope that you will do slave for this game with source code and perhaps in future I will find some time to tweak the game

Last edited by Asman; 21 January 2020 at 23:18.
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