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Old 05 January 2020, 11:20   #141
mcgeezer
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Cheers mate

Do you think you could move this into the Amiga Scene section and drop "Unfinished prototype" from the title? It's no longer really a prototype, though there's still some surprises in store for future updates.

Superb work Earok.

In the current climate it might be better renaming it to ‘Raid over Tehran’.
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Old 05 January 2020, 11:29   #142
crazyc
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It's no longer really a prototype, though there's still some surprises in store for future updates.
Looking forwards to the surprises!
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Old 06 January 2020, 01:11   #143
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great work Erik! pretty slick!
I ran it succefully under Amibian.
I didn't play this as a kid so I was pretty desperate in hangar but I manged to destroy few aircrafts and Washington DC

btw for colorcycling, did you use "built-in" commands or did you diy?
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Old 06 January 2020, 01:21   #144
earok
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Cheers guys!

@McGeezer haha, I'd almost be tempted to add Tehran to the map if it wasn't such a political hot potato.

I feel bad for this but I've still got to give Rygar a proper go. I'll set it up with my CD32 and arcade joystick soon.

@Cobe I'm still using the built in palette cycling commands since the source art used standard IFF palette cycling, though I probably should have split it into multiple discrete palettes.
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Old 06 January 2020, 07:42   #145
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Just a thought, but will you be adding a high score table?
Cheers
C
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Old 06 January 2020, 09:14   #146
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We don't really have a high score table planned at the moment. Though saving the top score to disk (or CD32 NVRAM) is a possibility.
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Old 06 January 2020, 10:20   #147
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Great work.
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Old 07 January 2020, 23:50   #148
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earok; one thing that I've noticed and not really sure what triggers it...

Sometimes I load the game and the timer countdown is 7:39 and other times it's 7:19.

What should be it be in the ideal situation?
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Old 07 January 2020, 23:56   #149
crazyc
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I actually got to the end (ok easy level) and fully completed it in time for the first time but then it crashed. Might well have been my miggy as instead of showing the final screen it dropped back to my desktop which had a screensaver but that was frozen.
Maybe need to try it on my wedge.
Also, this was not on the very latest version actually.
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Old 07 January 2020, 23:56   #150
earok
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earok; one thing that I've noticed and not really sure what triggers it...

Sometimes I load the game and the timer countdown is 7:39 and other times it's 7:19.

What should be it be in the ideal situation?
The time it takes is based on the relative distances of the source city and the target city - generally, the timer should be shorter if New York is the target, and longer if Denver is.

I'm not 100% sure how the timer is calculated in the C64 original but what I implemented was a guess based on how I figured it worked.
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Old 07 January 2020, 23:59   #151
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Also, this was not on the very latest version actually.
You should always test with the latest version from earok; otherwise, what's the point?

Quote:
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The time it takes is based on the relative distances of the source city and the target city - generally, the timer should be shorter if New York is the target, and longer if Denver is.

I'm not 100% sure how the timer is calculated in the C64 original but what I implemented was a guess based on how I figured it worked.
Ok, but usually when I see the "map" I just press the <Fire Button> without moving.

This is constant, yet I see variations in the time left.
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Old 08 January 2020, 00:02   #152
crazyc
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Ok, but usually when I see the "map" I just press the <Fire Button>.

This is constant, yet I see variations in the time left.
But it varies the order of target cities etc each game doesn't it?
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Old 08 January 2020, 00:03   #153
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...but if I'm not moving or selecting different cities; shouldn't the time remaining be the same every time?
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Old 08 January 2020, 00:06   #154
crazyc
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I didnt think there was any selecting to be done? (Although it could be I am missing something)
You get to the map screen and it says that a Russian site has launched against an American city (which varies) and the time then depends on distance between the launch site and target city?
I am not 100% on all this as am in the sofa not in front of the amiga
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Old 08 January 2020, 00:11   #155
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I didnt think there was any selecting to be done? (Although it could be I am missing something)
Yeah, exactly.

...sometimes I have "7:39" countdown and other times it's "7:19".

Why?
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Old 08 January 2020, 00:12   #156
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For the exact same combination of Russian and target cities?
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Old 08 January 2020, 00:13   #157
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For the exact same combination of Russian and target cities?
What combination; I haven't selected anything... just started the game?

Unless you're saying this is random every new game; I guess that would explain it
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Old 08 January 2020, 00:21   #158
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Yeah I thought it was random each game, but haven't paid that much attention to guarantee it
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Old 08 January 2020, 00:51   #159
earok
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It works like this:

The source Soviet city from where the nuke is launched is selected at random (from 4)
The destination American or Canadian target city is selected at random (from 8)

It's all approximate, but the time it takes the nuke to travel from the launch silo to the target depends on the pixel distance between them.

From Leningrad to Washington DC: 7:19 approx
From Leningrad to Dallas: 8:34 approx



With less time than that on the harder difficulties.

@crazyc sorry to hear about the crash
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Old 08 January 2020, 01:04   #160
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Oh dont worry, my tower has a cwb 3.9 based os that has built up over the years and various mods and so is possibly a little unstable, let alone I run a custom rom.
It was just typical that it was the first time ever having done it in time, with about 8 seconds left.

However I have had great fun recently with this game and again I would like to say how grateful I am that you picked this up and have put in all this work.

Such a shame that beach head couldn't be done the same way.

Well I shall have to make do with raid over Moscow and learn how to play on harder levels, which I look forwards to.
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