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Old 26 December 2018, 21:48   #461
phx
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Mcgeezer promised to make the game playable with standard Amiga joysticks, so I guess everybody can be happy.

Although I don't understand statements like "don't care for single-button configurations", when nearly all real Amiga joysticks (not talking about joypads) have only a single button. Joypads are another topic. Not everybody wants to play with them.
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Old 26 December 2018, 21:50   #462
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@Steril707

You forgot the part where they moan the game is not at cinemaware/factor 5 tech level of creation/craftsmanship

(added later)
And they still don't get that if jumping on any new programmer like that is NOT going to bring them what they want, actually the opposite

Last edited by saimon69; 26 December 2018 at 22:05.
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Old 26 December 2018, 23:42   #463
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Worked on the temple/sanctuary scene today.

What a complete pain in the arse this is proving to be... very frustrating trying to get it right.

[ Show youtube player ]

I'll sort it tomorrow - too much xmas dinner and beer making my head shrink.

Geezer
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Old 27 December 2018, 01:21   #464
hansel75
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Maybe a little awkward to use, but to simplify things from a programmers point of view, for single button users you could make the 2nd button the space bar.
And if they don't like it then they can simply buy a 2 button controller and play it the way it's meant to be played.
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Old 27 December 2018, 08:58   #465
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It would be really interesting to see what would happen if someone did release a killer new game requiring a two button stick.

I mean, Turrican 2 kind of needs two buttons, it’s sub-optimal with the space bar, and no-one seems to complain about that.
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Old 27 December 2018, 09:45   #466
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What about keyboard control? It makes no sense to use joystick and [SPACE] for jump.

@Steril707
Yes, it's some kind of weird or funny - buying rather rare and expensive RAM/turbo cards and have problem with 2 button joystick...
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Old 27 December 2018, 13:29   #467
mcgeezer
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Quote:
Originally Posted by hansel75 View Post
Maybe a little awkward to use, but to simplify things from a programmers point of view, for single button users you could make the 2nd button the space bar.
And if they don't like it then they can simply buy a 2 button controller and play it the way it's meant to be played.
Quote:
Originally Posted by alpine9000 View Post
It would be really interesting to see what would happen if someone did release a killer new game requiring a two button stick.

I mean, Turrican 2 kind of needs two buttons, it’s sub-optimal with the space bar, and no-one seems to complain about that.
Quote:
Originally Posted by Solo Kazuki View Post
What about keyboard control? It makes no sense to use joystick and [SPACE] for jump.

@Steril707
Yes, it's some kind of weird or funny - buying rather rare and expensive RAM/turbo cards and have problem with 2 button joystick...

A game like Turrican is fine for using the Space Bar.

Can you imagine it in Rygar though? You'd need some replacement space bars to hand I know that.

Last edited by mcgeezer; 27 December 2018 at 13:36.
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Old 27 December 2018, 13:44   #468
Steril707
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Also, if using a Master System pad (like I do for years now without any problems on my Amiga) modding your beloved Competition Pro for two button functionality isn't actually that difficult, as shown here.

http://wiki.icomp.de/wiki/DB9-Joystick
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Old 27 December 2018, 17:32   #469
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Well I told you I'd sort the carousel stuff... took me all of about 15 minutes this morning before my Boy woke up.

I had a couple of hours this afternoon to finish the carousel animations which have worked out pretty good. There's still a some bugs to do with the end of round redraw code which I need to fix but other than that it looks top notch - I'm really impressed with it.

Next up I'll work on the colour cycling for the water and lava, won't be easy - it never is.

[ Show youtube player ]

Geezer

Edit - Forgot to mention there are currently 10,805 lines of assembler in the code excluding tables and constants. Bomb Jack by comparison has 16,577 lines of code.

Last edited by mcgeezer; 27 December 2018 at 17:50.
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Old 27 December 2018, 17:41   #470
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The animation is very smooth... so cool ! but when the hero (who is not Rygar !) enter the end of the level... i think you can cut some frames... if i remember well... the "turn" is a little bit faster and less detailed...i would say 5-6 frames...
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Old 27 December 2018, 17:45   #471
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The animation is very smooth... so cool ! but when the hero (who is not Rygar !) enter the end of the level... i think you can cut some frames... if i remember well... the "turn" is a little bit faster and less detailed...
I can make it go as fast as I like so I'll fix it in the next build, doing this was very tricky and boring because to test it properly I have to start the level from the beginning.
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Old 27 December 2018, 18:36   #472
dlfrsilver
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Quote:
Originally Posted by Foul View Post
The animation is very smooth... so cool ! but when the hero (who is not Rygar !) enter the end of the level... i think you can cut some frames... if i remember well... the "turn" is a little bit faster and less detailed...i would say 5-6 frames...
Cutting some frames ? why ?

The coin-op shows slowly frame by frame how rygar is positioned around the huge jar
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Old 27 December 2018, 19:36   #473
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Cutting some frames ? why ?
Just to speed up things according the arcade model

Just to see the diff :

Enter from your last video : http://foulweb.free.fr/video/Rygar1.mkv
Enter from arcade : http://foulweb.free.fr/video/Rygar2.mkv

Last edited by Foul; 27 December 2018 at 19:58.
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Old 27 December 2018, 19:59   #474
dlfrsilver
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Quote:
Originally Posted by Foul View Post
Just to speed up things according the arcade model
there's no way to speed up thing, because the arcade itself doesn't use speed.

The whole pattern for the end of the level with rygar is executed slowly.

What McGeezer did is correct, the problem lies in the clipping of the sprite objects. otherwise everything is good
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Old 27 December 2018, 20:13   #475
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Quote:
Originally Posted by Foul View Post
Just to speed up things according the arcade model

Just to see the diff :

Enter from your last video : http://foulweb.free.fr/video/Rygar1.mkv
Enter from arcade : http://foulweb.free.fr/video/Rygar2.mkv
Seriously, I can speed it up as fast as I need.

If you don't believe me I just have to remove some of the numbers in the sanctuary table (see attached pic)
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Old 27 December 2018, 20:17   #476
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i believe you, it's not the prob.. i like so much this game ! played it so much since many years... perfect port is hard to make.. and sincerely your work is fantastic !!!

I'm may be a bit too perfectionist ..
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Old 27 December 2018, 20:20   #477
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i believe you, it's not the prob.. i like so much this game ! played it so much since many years... perfect port is hard to make.. and sincerely your work is fantastic !!!

I'm may be a bit too perfectionist ..
That's fine, I understand.

I'll make it as perfect as I can with the time I have.
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Old 27 December 2018, 20:36   #478
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just as a pear for the thirst, i have found this in my original disk of Rygar X68000 :

* Original PCB board functions Presentation *

SCREEN MODES
256x256 pixels ?BG & OBJ layers are in 512×256 pixels?

FIXED Layer (fixe screen used for score display.)
display ability
1 character:
8 × 8 pixels
16 colors from 4096
Palette tiles:
16 colors × 16 tiles
Graphics rom Capacity:
32 KB (1024 tiles)

BG (scrolling screen mainly used for background display)
Display ability
1 character:
16 × 16 pixels
16 colors from 4096
Tiles palette:
16 colors × 16 tiles
Graphics rom capacity:
512 KB (4096 tiles)

OBJ (a sprite moving slowly on screen)
1 tile:
8 × 8
16 × 16
16 × 32
32 × 16
32 × 32 (pixels)
16 colors from 4096
Tiles palette:
16 colors × 16 tiles
Graphics rom capacity:
128 Ko (4 096 tiles of 8 × 8 pixels, 256 tiles of 32 × 32 pixels)
max. number of display sheet:
256 sheets

about the music :
?YM3526(2 sound sources OP FM 9 channels ou sound source FM 6 channels + 5 sound rythms)
?MSM5205(4bit ADPCM)
Shinichiro Tamako
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Old 27 December 2018, 22:15   #479
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Seriously, I can speed it up as fast as I need.
And anyway this extra time can be used to dispatch a floppy loading
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Old 27 December 2018, 22:35   #480
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And anyway this extra time can be used to dispatch a floppy loading
Exactly this! ^^^^
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