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Old 20 February 2016, 08:19   #61
Amigajay
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Stop me if I'm being stupid, but is there a way to change the code, so instead of the game being told to import and change the ST graphics on the fly, change the code to display Amiga bitmap sprites so you could use a 32 colour palette? Or is that alot more work than manually changing the sprites yourself?
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Old 20 February 2016, 08:24   #62
earok
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Stop me if I'm being stupid, but is there a way to change the code, so instead of the game being told to import and change the ST graphics on the fly, change the code to display Amiga bitmap sprites so you could use a 32 colour palette? Or is that alot more work than manually changing the sprites yourself?
Probably too hard. The game is pretty slow as it is, and we'd need to cram an extra bitplane per graphic in the disk, so we'd need to edit a lot of offsets (ie not just have to find space for every graphic and shunt them around, but update the game code so it knows where the graphics are now located).
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Old 20 February 2016, 09:57   #63
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one thing to do first would be to extract the whole game as files. it would makes things easier.
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Old 20 February 2016, 13:31   #64
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This is an exciting project. Even though creating original games on the Amgia is a real challenge I hope this trend of fixing up crappy ports continues

Black Tiger would make a fine next candidate.
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Old 20 February 2016, 16:37   #65
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I applaud earok's dedication and effort but there is is much to fix (on top of very likely crappy code given that the coders did not even bother writing a converter for the assets) that this energy might be better spent rewriting the game from scratch.
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Old 20 February 2016, 17:27   #66
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This game needs: Completely new graphics, music, better controls and smooth scrolling. Imo it's not worth when you spend too much time for hacking it, it's still crap even with the changed sprites.
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Old 20 February 2016, 17:41   #67
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Above all swapping second button jump and forward would be most important feature.
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Old 20 February 2016, 20:52   #68
1time
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this is an awesome project!
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Old 20 February 2016, 21:54   #69
Asman
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one thing to do first would be to extract the whole game as files. it would makes things easier.
Yes, but there is a copy protection (I know that because WHDLoad slave removing it). Is there any info about that protection and how it breaks ?

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Old 21 February 2016, 23:57   #70
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I could not resist touching the image and creating a new palette




Last edited by nobody; 22 February 2016 at 00:08.
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Old 22 February 2016, 00:27   #71
dlfrsilver
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Yes, but there is a copy protection (I know that because WHDLoad slave removing it). Is there any info about that protection and how it breaks ?

@Retro-Nerd
+1
this game is copylock protected on track 0. it's very frequently checked.
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Old 22 February 2016, 02:17   #72
Shatterhand
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Above all swapping second button jump and forward would be most important feature.
There should be a way to put jump on 2nd button BUT keep up to climb ladders.
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Old 22 February 2016, 08:11   #73
earok
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@nobody Heh, that's interesting. I might steal the colour you've substituted for grey.

@shatterhand I'm certain there is! I'm just not sure how to do it without disassembling and reassembling the source.. all I've done so far is overwritten the code that does a check for joystick up with a check for 2nd button (since it occupies the same amount of space in the code)

Anyway, well that's one monster substituted. I figured it made more sense to have the mecha dragon as the final boss rather than the green dragon, especially since the ending text alludes to him being a robot anyway..

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Old 22 February 2016, 09:20   #74
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in the arcade machine, you have the dragon at first, and THEN once defeated the meka dragon.
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Old 22 February 2016, 09:24   #75
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in the arcade machine, you have the dragon at first, and THEN once defeated the meka dragon.
I know, same as on the SMS version, it's bizarre with the Amiga version they went through the hassle of drawing the Mecha form and putting it on the disk only to not include it in the game.

If there's going to only be one dragon in the game, I figure may as well be the Mecha one..
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Old 22 February 2016, 12:44   #76
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If there's going to only be one dragon in the game, I figure may as well be the Mecha one..
Sounds good to me Awesome job, btw, keep it up!
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Old 23 February 2016, 09:28   #77
gimbal
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This game needs: Completely new graphics, music, better controls and smooth scrolling. Imo it's not worth when you spend too much time for hacking it, it's still crap even with the changed sprites.
He, that brings me back to my own abandoned attempts Because boy I was good at abandoning attempts:

http://eab.abime.net/showthread.php?t=45621&page=3

My main beef with the game was to try and fix up the gameplay mechanics to make it a smoother and faster game. Have better controlled jumping and trying to remove that weird ninja kick that he does, doing faster attacks with a short animation and be able to attack in multiple directions, making hitting an enemy give better feedback, that sort of thing.

And then I went ahead and designed an entire RPG-system into it and it went way over my head in scope

I'll upload whatever graphics I have when at home.
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Old 23 February 2016, 10:49   #78
earok
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Whoa, haven't seen that before. Pretty cool looking forward to seeing your graphics

I definitely don't have any ambitious scope for this, I just wanted to tidy up a couple of rough edges in preparation for an unofficial CD32 port..
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Old 23 February 2016, 14:29   #79
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Would it be easier to tie up and the second button together than try to separate out ladders and jumps. It wouldn't hurt for up and 2nd button to jump, equally it wouldn't matter if up and 2nd button climbed ladders.
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Old 23 February 2016, 15:34   #80
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Would it be easier to tie up and the second button together than try to separate out ladders and jumps. It wouldn't hurt for up and 2nd button to jump, equally it wouldn't matter if up and 2nd button climbed ladders.
If you have a crap joypad, like I do, where you keep pressing up accidentaly, it kinda does make a difference
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