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Old 23 January 2014, 12:35   #21
Joe Maroni
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Quote:
Originally Posted by Apollo View Post

Thanks for releasing this work into the public. I really appreciate the work you did over the last 20 (or more?) years.
err...last 12 months....

Quote:
History:
--------

November/December 2012: A vague plan to start an 8-way scrolling jump'n run
was made.
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Old 23 January 2014, 12:40   #22
phx
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Quote:
Originally Posted by Joe Maroni View Post
err...last 12 months....
I guess he was refering to all my Amiga projects from the past. The first project known to the public might have been the PhxAss assembler in 1991.
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Old 24 January 2014, 00:43   #23
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Great to have MapEditor released too. Having little trouble loading the SG datafiles into it. BMP files should be first converted to RAW or some custom format?
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Old 24 January 2014, 01:43   #24
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Part of the SG game source code needs to be compiled to create the required files. I will put them in the Zone. Just pick the map from the Maps folder in SG source code and the FG BG sets of tiles from the Edit folder in the Zone.
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Old 24 January 2014, 12:47   #25
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Refer to the notes about the graphics file format in the Map8Editor.readme.

As clenched correctly indicated you can create the editor files from the Solid Gold source. Just type...
Code:
make edit
...to create the editor files with .m8e extension in the "edit" directory.
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Old 24 January 2014, 16:26   #26
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Many thanks for the hints!
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Old 31 January 2014, 22:35   #27
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Still have some errors during compiling. I can now produce mapeditor files, but when compiling the whole thing I got errors (attached shell output) - if anyone could have a look please.
Please note I am not coder, I just wanted to try make some changes in game datas to have fun
I installed VBCC bin/VBCC targets/NDK3.9 includes and gnu-make.
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Old 31 January 2014, 22:58   #28
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Change third line in Makefile to squelch all the 47 warnings
COPTS = -O1 -c99

Change last line in make.common:
$(CC) $(COPTS) -o $@ tools/sinustab.c -lmieee

Also, I had trouble with the existing vlink included in VBCC package. It choked on some switch, -brawseg or something. Anyway compiling the latest vlink fixed that.
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Old 31 January 2014, 23:10   #29
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Great! It went fine until next error occured (attached).
Probably it really needs the new vlink. Do you have the newest vlink binary?
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Old 31 January 2014, 23:22   #30
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Old 31 January 2014, 23:30   #31
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No need of it now, I finally compiled it myself and the the game now compiles fine!
Thanks clenched for your great support!
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Old 31 January 2014, 23:31   #32
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Good deal!
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Old 02 February 2014, 19:45   #33
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Quote:
Originally Posted by amigoun View Post
Great! It went fine until next error occured (attached).
Probably it really needs the new vlink. Do you have the newest vlink binary?
You will need vlink V0.14 or greater. Sorry, but I forgot to mention that in the Readme. This output format is not much documented. I introduced it just for game projects like Sqrxz and Solid Gold.

I'm happy you got it running.
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