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#301 | ||
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 41
Posts: 1,924
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Quote:
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![]() Regards, Lonewolf10 |
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#302 |
Puttymoon inhabitant
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It is not a waste of time to finish the level editor as it can be used for AGA version of the game.
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#303 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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#304 |
Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 1,127
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Is there game and/or title music coming?
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#305 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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There's meant to be...
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#306 |
Boo
![]() Join Date: Jun 2006
Location: 5150
Posts: 4,764
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Finaly!! I tried this and im loving this and the graphics well done guys for getting this together
Can I ask a few questions? To late could it be possible to jump? like platform to platform What about some background graphics? What about increasing the speed a bit sooner in game? Anyways great work realy looking forward to seeing this finished ![]() ![]() ![]() |
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#307 |
Puttymoon inhabitant
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I am sure the first answer is NO. You can pass the short gaps if you have extra speed, though
![]() Second answer - we plan this for DeLuxe version (AGA). Third answer - the game speed is constant, only the leveldesign increases difficulty. |
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#308 |
Zone Friend
Join Date: Jan 2006
Location: Aussie
Posts: 1,127
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#309 |
Puttymoon inhabitant
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Hey, the game is not completed yet and a trainer already appears!
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#310 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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WIP11 is here - but with a hitch. For some reason if you try to run the game on an Amiga with a Kickstart older than version 3 you get a visit from the Guru:
![]() On version 3.x it runs fine (although - interestingly - you only get the music on AGA...). I definitely think it's related to the music player commands somehow but I can't be certain on that. I'll have to check this out and if anybody else knows please let me know! Back to the game itself though and we have: One music module by Reynolds - this plays throughout the game but can be switched on and off at any point if you press M. The highscores have been completely 100% fixed. A nice new copper background as suggested by DJCruicky. The entire set of thirty levels is now complete! Thanks Mike ![]() The invisible objects bug has been fixed, at last! (Although the 'items in platforms' bug frustratingly remains. Again, any hints appreciated...) I've also increased the frequency at which the items appear. And of course Predseda's Remainder Software logo now appears at the start. Hopefully, bugs permitting (and I seem to have created a pretty big one) the full release will be next weekend. |
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#311 |
Global Moderator
![]() Join Date: Aug 2008
Location: Sidcup, England
Posts: 10,300
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Wow, this game has come a long way since the WIP1 release only a couple of months ago!
![]() Thanks to Graham and the rest of the team, we'll soon have our very own "EAB Beginner's Guide to programming an Amiga game in Blitz Basic 2" in just a few forum pages! ![]() If you succeed in releasing the full version next week, then I can begin my training and proceed at my own pace without the pressure of all these WIP versions appearing at a much faster rate than you first led me to expect. ![]() ![]() ![]() |
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#312 |
Alien Breeder
Join Date: Dec 2007
Location: Szigetszentmiklos / Hungary
Age: 43
Posts: 572
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I've tried it, but it's quite buggy under WinUAE w/ WB3.0...
Will move it to my good old A1200 for a clean run... |
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#313 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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What's exactly the problem with it when you tried it, Reynolds?
EDIT: Definitely the music-related commands. Took them out, recompiled, now works fine under 2.04... |
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#314 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 41
Posts: 1,924
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Error 8000 0003 is an odd address error (e.g. 8001). All addresses should be even (e.g. 8000) on the 68000 CPU. Later CPU's can cope with odd addresses.
I will download WIP11 and update the Level Editor ![]() Edit: I tried WIP11 on WinUAE with my A600 setup (Workbench 2.05) and it gives the 8000 0003 error on bootup. When I switched the CPU to 68010 it worked fine. Since this is the first version with music, perhaps the music data starts at an odd address? *shrugs* Regards, Lonewolf10 Last edited by Lonewolf10; 02 April 2012 at 01:03. Reason: confirmed error |
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#315 | |
Gone, but not forgotten
Join Date: Nov 2010
Location: Tyneside, England
Posts: 80
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Thank you for the update Graham. The new copper colour looks good, thanks for using it
![]() Shame the game stopped working on a A500. I had a look myself, but no help from me sorry to say ![]() Quote:
Sorry *shrugs* from me too. Anyway, hope you find a fix, the game is looking good so far. DJC |
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#316 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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Cheers guys, it definitely looks like the problem Lonewolf describes. I tried it on an A500+ with a 68020 processor in WinUAE and it worked perfectly. Whether the LoadTrackerModule/StartTracker commands work with a 68000 is debatable I'd say.
I've played about with it a lot and still no joy. I even tried putting in some code to detect what processor is being used and if it's a 68000, use the standard LoadModule command (which isn't perfect) but still no dice. I don't really see an easy way round this at the minute. |
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#317 |
AMOS Extensions Developer
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 41
Posts: 1,924
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I have been thinking about the problem with the pickups appearing in platforms. There are two
ways to get around this - one is to detect exactly where platforms are (too big a hassle to code and a waste of CPU power), the other is simply to place pickups when platforms are not being drawn. After taking a look at your sourcecode from WIP8 I believe the latter can be achieved by not drawing pickups when drawplat is equal to 8,9 or 0 (depending on where your handle for the pickups are, you can ignore either the 8 or 0 - you'll have to experiment to find out which). Regards, Lonewolf10 Last edited by Lonewolf10; 02 April 2012 at 23:11. Reason: typo's |
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#318 |
Registered User
![]() Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 768
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Here are a few instructions either side of the 68000 crash:
Code:
0002545A 4bf9 00bf e001 LEA.L $00bfe001,A5 00025460 43fa 0106 LEA.L (PC,$0106),A1 00025464 2039 0000 0001 MOVE.L $00000001,D0 <= crash here 0002546A 4eae fffa JSR.L (A6, -$0006) 0002546E 42b9 0002 554a CLR.L $0002554a Last edited by clenched; 03 April 2012 at 08:24. |
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#319 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 34
Posts: 11,074
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@Lonewolf10
Thanks, I'll try that - I had a play about with that before but clearly did it wrong as I stopped the objects being blit onto the screen altogether ![]() @clenched I have no idea how you worked that one out but that's brilliant, thanks! I really appreciate that. The only problem is that on Kickstart 1.3 the game just freezes up when loading the music but I can work around that somehow and in any case we're in a miles better position now then we were this time yesterday so thank you ![]() |
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#320 |
Registered User
![]() Join Date: Sep 2008
Location: Gainesville U.S.A.
Posts: 768
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Yes, If you look in the .guide that comes with this library, it's wanting Kickstart 2 as a hardware requirement. I have a tough time accepting there isn't something better out there too. I just happened to have this one already on my harddrive.
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