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#61 |
Registered User
![]() Join Date: Sep 2015
Location: Montreal
Posts: 180
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I did an edit to my previous message! As I saw 2 different behaviours, so I was sure I found bug with the bubble popping.
Last edited by ztronzo; 14 August 2020 at 13:53. |
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#62 |
CaptainM68K-SPS France
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Hello Pink Abyss, i gave tiny bobble to my programmer pal CNGSOFT, who did the new BB port on CPC, and while it's all good on the graphic side and sound, he noticed the game logic is missing many things.....
I wonder if there is a site referencing somewhere the inner mechanics of BB arcade..... |
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#63 |
Registered User
Join Date: Apr 2010
Location: Cornwall
Posts: 56
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Awesome effort!
I'm interested how you are matching the behaviour of the arcade game? Only by eye? Or by code disassembly? What is your criteria for matching? For me, to echo the above thoughts, movement and gameplay doesn't quite feel or look arcade-correct right now. |
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#64 | |
Registered User
Join Date: Apr 2010
Location: Cornwall
Posts: 56
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Quote:
https://www.gamasutra.com/view/news/...les_design.php https://tjasink.com/games/bb/ |
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#65 |
Registered User
![]() Join Date: Sep 2014
Location: Wakefield
Age: 45
Posts: 919
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It seems to run nicely on my A500
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#66 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
Its just a hobby project, it's not arcade perfect. My motivation was to create a better version then the orignal amiga one. |
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#67 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
I guess my version misses 50% of the game logic. C64 or Amiga version missed around 90% or even more.. the game has many layers.. you need to decide how deep you want to go when porting ![]() |
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#68 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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#69 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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#70 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
Thanks for the bug report! I will try to find the cause. |
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#71 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
Thanks for the bug report. I try to fix it. Last edited by pink^abyss; 14 August 2020 at 15:50. |
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#72 |
CaptainM68K-SPS France
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#73 |
Registered User
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#74 |
Puttymoon inhabitant
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If someone manages to beat level 97, let me know. The trick with the lightning bubble, shown here (time 1:38 and far) doesn't work, the lightning bubble just doesn't go up to kill the last monster.
[ Show youtube player ] Additionally, I found another bug: in 2player mode in hurry up the skull monster gets killed when it hits Bob (blue dragon, player 2). |
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#75 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
You are picky, but you are right ![]() ![]() |
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#76 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
Ad, didn't knew that trick. I used this action to finish the level: [ Show youtube player ] I played through all levels. As long i didn't break something they should all be possible to solve ![]() Last edited by pink^abyss; 14 August 2020 at 15:55. |
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#77 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
It's just a lot of time you need to invest. However, when looking at most other ports i'm quite happy how mine turned out and i'm satisfied. And i think only few players would realize/see the additions anyway ![]() |
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#78 |
Registered User
Join Date: Aug 2011
Location: Omnicorp
Posts: 4,311
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I remember using about 100 or more credits using mame to beat levels 97 to 99... sooooo annoying
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#79 |
Registered User
Join Date: Nov 2016
Location: France
Posts: 586
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#80 |
With MMU and FPU!
![]() Join Date: Mar 2015
Location: On your mainboard
Posts: 211
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Really cool, although I'm missing the great title tune by David Whittaker
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