19 May 2015, 11:58 | #401 | |
Natteravn
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Quote:
Anybody having problems can try it with the attached Rygar executable instead (copy it to the disk, same level where "Source" is). Works for me and the copper bug is fixed. |
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19 May 2015, 12:01 | #402 |
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19 May 2015, 12:51 | #403 |
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Uploaded rygar.adf in the zone. Works if you start rygar.68k from workbench 3.1 ECS. I tried from 1.3 but hangs.
Works also for ks 2.05, 68000, workbench 3.1 ECS. Works for 68030, AGA, Workbench 3.1. |
19 May 2015, 12:58 | #404 |
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19 May 2015, 16:17 | #405 |
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I took a stab at assembling this after correcting the stuff posted. Starts OK with 68020, crashes on 68000. This line caught my eye.
Code:
BuddiesMaskL dc.b ":devpac/Rygar/Gfx/EnemiesRaw/BuddiesMask.raL",0 VASM on 11-year-old Windows PC can assemble before the echo of enter key dies. EDIT: OK. Turns out it runs on 68000 after all. Originally crashed on KS2 when running from PC directory. However, running from floppy worked. So it's something else. Last edited by clenched; 19 May 2015 at 18:13. |
19 May 2015, 16:22 | #406 |
Natteravn
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The problem of your Source executable not working? One moment...
Code:
frank@sun ira -a Source IRA V2.07 (Aug 26 2013) (c)1993-95 Tim Ruehsen (SiliconSurfer/PHANTASM) (c)2009-2012 Frank Wille SOURCE : Source TARGET : Source.asm MACHINE: MC68000 OFFSET : $00000000 CodeAdrs: 0 CodeAdrMax: 16 CodeArea[0]: 00000000 - 00003b10 CodeArea[1]: 00003b10 - 0000d228 CodeArea[2]: 0002cc68 - 0002cc68 Pass 1: 100% Pass 2: correcting labels Pass 2: writing mnemonics 100% frank@sun more Source.asm ; IRA V2.07 (Aug 26 2013) (c)1993-95 Tim Ruehsen, (c)2009-2012 Frank Wille EXT_0000 EQU $0 ABSEXECBASE EQU $4 ... SECTION S_0,CODE start: MOVEM.L D0-D7/A0-A6,-(A7) ;00000: 48e7fffe MOVEA.L ABSEXECBASE.W,A6 ;00004: 2c780004 CLR.L D0 ;00008: 4280 MOVEA.L #DosName,A1 ;0000a: 227c00001228 JSR -408(A6) ;00010: 4eaefe68 MOVE.L D0,DosBase+2 ;00014: 23c000001246 MOVEA.L ABSEXECBASE.W,A6 ;0001a: 2c780004 CLR.L D0 ;0001e: 4280 MOVEA.L #gfxname,A1 ;00020: 227c00001234 JSR -408(A6) ;00026: 4eaefe68 MOVEA.L D0,A1 ;0002a: 2240 MOVE.L 38(A1),old_copper+2 ;0002c: 23e900260000124a JSR -414(A6) ;00034: 4eaefe62 MOVEM.L (A7)+,D0-D7/A0-A6 ;00038: 4cdf7fff RTS ;0003c: 4e75 BSR.W InitVar ;0003e: 61000f9a ... The code doesn't match the source text in RygarSource.asm which you provided. My recompiled executable also contains the fix for the data section, which I mentioned here: http://eab.abime.net/showpost.php?p=...&postcount=390 Strange. Just made a test with a 68000, ECS, 1.3, 1 MB Chip configuration and it worked. Any idea why? |
19 May 2015, 16:27 | #407 | ||
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Quote:
Ok, some fixes done. Updated .adf https://drive.google.com/file/d/0B03...ew?usp=sharing Next work on full rygars' background collision with halls and obstacles. @Nobody can you try to reduce backgrounds' color to first 16 on our palette? If we can have a good visual quality we can have some optimization. Can yuo provide me enemies sheet with frames aligned and flipped to? Last edited by TCD; 19 May 2015 at 17:13. Reason: Back-to-back posts merged. |
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19 May 2015, 16:57 | #408 |
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It will not look good because the actual palette is the last 16 colors, the first ones are only filling the gap between the beginning palette colors.
Maybe there is some tool to grab from iff file? Even backbone does this. |
19 May 2015, 17:35 | #409 | |
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Codetapper provide us a zip file in the Zone with all gfx into one file, you could look there |
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19 May 2015, 17:44 | #410 |
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I mean the buddies frames. Isn't there a tool to grab them from IFF?
The background will not look good with first 16 colors. We said 32 colors and did the palette for 32 colors not 16+16. |
19 May 2015, 17:45 | #411 |
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Ok. For baddies, you can use what you did. They look good. They need to be aligned and have flipped frames too
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19 May 2015, 20:30 | #412 |
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This only seems to run with 2MB RAM.
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20 May 2015, 02:31 | #413 |
J.M.D - Bedroom Musician
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@sandruzzo
Don't remember if was posted earlier but maybe this can help you with ideas on how to set the BG copperlist on show more colors: Agony - Franck Sauer Blog |
20 May 2015, 21:43 | #414 |
J.M.D - Bedroom Musician
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Actually this is even more impressive;
however i think that with a clever copperlist you can handle the background with just some 4 color sprites so that should also give a bit more variety and less DMA |
21 May 2015, 06:01 | #415 |
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Thanks saimos69.
So far we have interaction with background, still workiing on it |
21 May 2015, 08:27 | #416 |
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Last edited by sandruzzo; 23 May 2015 at 07:22. |
23 May 2015, 01:20 | #417 |
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Mates, i can upload a BlitzBasic2.exe version of a rolling map featuring a Rygar sprite within the next few daYs if you don't get your shit together. It is just sad, sorry.(said that without looking into last progress)
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23 May 2015, 08:14 | #418 |
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@Cylon
Are we doing same work? Should I stop?? Can someone provide me the enemies position on the map? I just need baddies type and his position x-y then I'll put them in the screen and see how much horse power do we have. Just coordinates and type into .txt file @Nobody, what about baddies sheet? Last edited by TCD; 23 May 2015 at 08:21. Reason: Back-to-back posts merged. |
23 May 2015, 09:46 | #419 |
J.M.D - Bedroom Musician
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@Sandruzzo
A better version of the in-game music: changed the bass and reviewed the pattern order rygar_test_1d.zip |
23 May 2015, 15:04 | #420 |
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Thank you to everyone involved your efforts are appreciated
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