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Old 27 April 2020, 19:02   #181
Tsak
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@Kriz That's because all the new art is transfered to a new project which we'll announce soon

See this post here #168
http://eab.abime.net/showpost.php?p=...&postcount=168
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Old 27 April 2020, 22:08   #182
kriz
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Ahh sorry i missed that one, sounds great, thanks !!
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Old 28 April 2020, 12:42   #183
Nightshft
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So close to the original you could think it's emulated!

Awesome release guys! Always loved this game.
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Old 28 April 2020, 12:52   #184
earok
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Quote:
Originally Posted by Nightshft View Post
So close to the original you could think it's emulated!

Awesome release guys! Always loved this game.
Glad to hear that! hope you were able to defeat the bots and get the "good" ending.


I didn't have any source code to work from, and I don't have the skills to reverse engineer the original game, so some of the development time was spent with WinVICE and a copy of the original game running in an emulator. For example, to work out the heights of various buildings in the scrolling attack run scene, I'd see how low I could fly over them before I crashed into the top.
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Old 28 April 2020, 13:28   #185
vulture
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Congratulations guys, excellent job!
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Old 29 April 2020, 10:12   #186
sparhawk
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Quote:
Originally Posted by earok View Post
I didn't have any source code to work from, and I don't have the skills to reverse engineer the original game, so some of the development time was spent with WinVICE and a copy of the original game running in an emulator.

Just like a classical port. Many ports at the time were created in same way, without support or source from the original version.
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Old 29 April 2020, 10:47   #187
earok
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Cheers Vulture!

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Originally Posted by sparhawk View Post
Just like a classical port. Many ports at the time were created in same way, without support or source from the original version.
That's true! And I did have the advantage of having an emulator with save states though, I know sometimes the developers of ports had access to nothing but an arcade machine.

Still, it's comforting to hear that it's almost close enough to feel like an emulation of the original
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Old 29 April 2020, 11:10   #188
earok
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Ah, forgot to mention.

John's posted an OST video of the entire soundtrack from JMD and himself. Nearly 20 minutes long, with a broad variety of moods and themes.

The source music alone weighs in at around 550KB, so we wouldn't have been able to cram the game and everything else on to a single disk without crunching down the executable and nearly every asset.

[ Show youtube player ]
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Old 29 April 2020, 19:42   #189
saimon69
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[this post no longeer needed]

Posted the video also here

Last edited by saimon69; 02 May 2020 at 19:48.
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Old 30 April 2020, 09:28   #190
Steril707
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Originally Posted by earok View Post
We're all done! Released and published, some 30 years after work on the source art assets started

Compared to the preview releases, a fair bit of the music has been replaced, there's also been a fair few sundry bug fixes.

Thanks to everyone for testing and feedback!

http://pixelglass.org/#raidovermoscow

http://www.indieretronews.com/2020/0...-has.html#more
Amazing work, Earok.
Wish I was as productive as you are...
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Old 30 April 2020, 11:27   #191
nikosidis
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I tried a beta version some time ago and it was very nice. Good gameplay and music. Looking forward to try the final version soon. Thank you for this game and all the job you put into it.
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Old 30 April 2020, 18:57   #192
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apparently the game does not work on a1000. Screen remains black while sound is working (agnus?)
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Old 30 April 2020, 19:43   #193
Toni Wilen
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apparently the game does not work on a1000. Screen remains black while sound is working (agnus?)
Copper list has DIWSTRT = 0x0081

Zero display window vertical position gets ignored if A1000 Agnus. Line 1 is first "working" line.
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Old 30 April 2020, 23:10   #194
earok
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Copper list has DIWSTRT = 0x0081

Zero display window vertical position gets ignored if A1000 Agnus. Line 1 is first "working" line.
Thanks guys, I've started investigating.

The copperlists are initialized with Blitz Basic's internal commands, so for some reason it sets those values, though it seems I might be able to (for example) poke $2C and $F4 into the copperlists it generates for diwstrt and diwstop - would that be OK, or not a good idea?
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Old 30 April 2020, 23:36   #195
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I've put an experimental A1000 fix in the zone.

I'm not quite sure what Blitz's logic would be for setting the diwstrt value to that, would be interested to hear any theories.

I'm assuming that there's no DMA time saved by delaying the diwstrt further down the screen?
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Old 01 May 2020, 02:33   #196
TjLaZer
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ok I tested your A1000 fix on my NTSC Amiga 1000 and it works! Thank you
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Old 01 May 2020, 02:52   #197
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ok I tested your A1000 fix on my NTSC Amiga 1000 and it works! Thank you
Excellent, thank you if there's no issues reported, I'll replace the copies on the website with the fixed version soon.
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Old 01 May 2020, 14:23   #198
Aladin
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ADF-fix-a1000 ok avec a1000 ks1.3
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Old 01 May 2020, 14:59   #199
Toni Wilen
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I'm assuming that there's no DMA time saved by delaying the diwstrt further down the screen?
No because it disables/enables BPL DMA by Copper writing to DMACON.

I don't understand why some programs do it this way (setup large display window and then Copper write to BPLCON0 or DMACON to disable/enable bitplane DMA) when Agnus can do it fully automatically if DIWSTRT/STOP is set correctly.
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Old 02 May 2020, 12:01   #200
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I'm glad you aren't replacing the original graphics. I don't see anything wrong with them and the fact that you're using the assets originally made for the ill fated commercial release makes this project unique. And that the guy who made them is around here watching it happen.
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