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Old 26 June 2017, 22:37   #21
Shatterhand
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You are supposed to figure this out.



This is an old school game, the purpose of it is just to play for score. (Maybe it will picked for the EAB/Lemon Superleague someday? )

The game goes on up until you lose all lives. The stage counter will stop counting after 99 if I remember correctly, but the game keeps going on. It gets harder as you advance.

The Green Medals gives you 100 points when you get them. When you pick one, its value goes up by 10, the next one will give you 110 points, then 120, 130 and so on. If you miss one, its value is halved (It never goes below 100 though). In the level "between levels" (It's not exactly a bonus stage because you can die on it on level 8 and above) its value never changes.. it doesn't go up when you pick one but its also not halved when you miss one (since it's impossible to get all of them).

The yellow UFOs on top of screen also gives you points and its value goes up if you hit them in sequence, without missing one (There's a limit of UFOs that will show up at each level)

The score system is basically this. My personal high-score is around 440k

New enemies will appear as you advance.. there's an enemy that shoot aimed bullets as you instead of just shooting stratight down, and then there's another enemy that shoots a "homing" missile at you. Also there are the missiles that appear at the bottom of the screen going from one side to the other from level 9 onwards.

Last edited by Shatterhand; 27 June 2017 at 00:18.
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Old 27 June 2017, 00:16   #22
AMIGASYSTEM
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Quote:
Originally Posted by DamienD View Post
Also, as Tomislav mentioned, the game will not work from Workbench. Tried 1.3 / 2.0 / 3.1...
Damian also tested by the Workbench (To run the game must be executed by project icon "script+IconX"), Quasarius Works well even from workbench with WB 1.3 and WB 2.x, with WB 3.x there are still problems, i'm testing.
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Old 27 June 2017, 00:58   #23
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Quote:
Originally Posted by AMIGASYSTEM View Post
(To run the game must be executed by project icon "script+IconX")
Oh I realised that I could do it this way but didn't won't to be messing around with Shatterhand's original files...

...plus, why would you want to launch this from Workbench anyway when there's a perfectly working / self-booting disk no matter what version of KS your system has?
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Old 27 June 2017, 01:46   #24
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Yes Damiano, i just did it for fun

It also works on workbench 3.x (with this system you have to assign DF0:Fonts)

WB 1.3 and 2.x just copy the Fonts into the system Fonts folder.

Quasarius Start Amiga WB 1x 2x 3x
[ Show youtube player ]
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Old 27 June 2017, 02:10   #25
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Originally Posted by AMIGASYSTEM View Post
Yes Damiano, i just did it for fun

It also works on workbench 3.x (with this system you have to assign DF0:Fonts)

WB 1.3 and 2.x just copy the Fonts into the system Fonts folder.

Quasarius Start Amiga WB 1x 2x 3x
[ Show youtube player ]
On the 2nd part of your video the game also got the problem with wrong colors. What config were you running them? It seems to be a problem with Winuae, the other guy who had this problem also was running the game with an AGA setup on Winuae...
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Old 27 June 2017, 03:17   #26
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Updated the file on my server, now the game works with KS 1.3 and OCS chipset

Thank you DamienD
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Old 27 June 2017, 10:04   #27
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On the 2nd part of your video the game also got the problem with wrong colors. What config were you running them? It seems to be a problem with Winuae, the other guy who had this problem also was running the game with an AGA setup on Winuae...
The problem occurs with all the configurations AGA but it should be tested on a real A1200 for confirmation.
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Old 27 June 2017, 12:16   #28
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Making it runnable from Workbench should be no more complicated than beginning the program with
Code:
WBStartup
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Old 27 June 2017, 12:31   #29
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I think it is more convenient to run it from hardisk, maybe from a compilation.
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Old 27 June 2017, 13:58   #30
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Confirm the problem "Different color" it is caused by "ChipSet AGA", Even on an Amiga 1200 Real the boat has a different color (blue), WinUAE is perfectly equal to Amiga Real.

Last edited by AMIGASYSTEM; 27 June 2017 at 14:04.
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Old 27 June 2017, 15:07   #31
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Great.... I have no AGA system and I'd never think The game would have trouble running on AGA.... I'll try to figure out this, at least I can test it on winuae.
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Old 27 June 2017, 15:46   #32
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Great little game! Thanks for pouring it out, Shatterhand. And for free, which is tremendously commendable in itself, in accordance with all the cardinal Socratic virtues.

I'm not sure if the colour issue is an emulation bug or something else (I'm having trouble with my Gotek'd A1200 at the moment: can't read ADFs), but if it's an emulation bug, you may have - inadvertently - come up with a way of detecting a bug on WinUAE's AGA display emulation.
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Old 27 June 2017, 18:13   #33
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It's not an emulation bug PP.

AMIGASYSTEM has tested on a real A1200 and the same thing occurs, read 2 posts up from yours...
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Old 27 June 2017, 19:07   #34
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AMIGASYSTEM has tested on a real A1200 and the same thing occurs, read 2 posts up from yours...
When Amigasystem says "real" he usually means an emulator config called "Real"
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Old 27 June 2017, 19:24   #35
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When Amigasystem says "real" he usually means an emulator config called "Real"
No, Real (Reale Italian) means TRUE, i did test the game by some Italian forum users.
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Old 28 June 2017, 00:26   #36
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@Shatterhand; I've added your game into my WinUAE collection

I did however, rename the .ADF to be more TOSEC appropriate: Quasarius (2017)(Raliza Software)(PD)[Blitz BASIC].adf

Finally, I made a donation via your website

...again; nice work and look forward to possibly more games in future
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Old 28 June 2017, 01:41   #37
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@Shatterhand; I've added your game into my WinUAE collection

I did however, rename the .ADF to be more TOSEC appropriate: Quasarius (2017)(Raliza Software)(PD)[Blitz BASIC].adf

Finally, I made a donation via your website

...again; nice work and look forward to possibly more games in future
Damn mate... damn.. I have no words to express how grateful I am. Thank you a lot.

Since I got back to the Amiga scene the community showed nothing but greatness. It's really a great community.

And yeah, there will be more games in future for sure I am already cooking something else right now But now I must figure out this problem with colors in AGA machines, so I get back to work on this new game
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Old 28 June 2017, 02:57   #38
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Damn mate... damn.. I have no words to express how grateful I am. Thank you a lot.

Since I got back to the Amiga scene the community showed nothing but greatness. It's really a great community.

And yeah, there will be more games in future for sure I am already cooking something else right now But now I must figure out this problem with colors in AGA machines, so I get back to work on this new game
Can you include ASM code in Blitz?
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Old 28 June 2017, 03:25   #39
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Can you include ASM code in Blitz?
Blitz supports inline Assembly.
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Old 28 June 2017, 04:55   #40
Shatterhand
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Can you include ASM code in Blitz?
Never did it because I don't know a damn about 68k asm but it does support it.
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