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Old 09 January 2021, 19:51   #21
Neil79
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Are we likely to see this during the early part of the year? Jan/Feb?
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Old 09 January 2021, 19:58   #22
pink^abyss
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Originally Posted by Neil79 View Post
Are we likely to see this during the early part of the year? Jan/Feb?

The game is content complete, but all levels need to be tested with all different setups and different game variables. Can't tell how long this takes.

Also i need to find room for ~3kb... this will be the biggest challenge.
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Old 09 January 2021, 20:11   #23
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Looking forward to it already, this is a great game to have on the Amiga
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Old 09 January 2021, 20:11   #24
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Tinyus - Music impression

Here you can listen to a (tiny) music impression from Tinyus
http://www.abyss-online.de/eab/tinyus.mp3

Most ingame music was done with 3 channels and the lead voice echos on the 4th channel (when no sfx are played). Not quite perfect, compared to the Arcade 5 channel audio but it works nicely.

The 14 tracks take 4kb chipram, and 24kb other ram.
All music was done with PreTracker 1.5.
PreTracker 1.5 now has support for subsongs and 32 additional soundfx.
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Old 09 January 2021, 20:12   #25
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Awesome in my opinion ^^
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Old 09 January 2021, 20:32   #26
pink^abyss
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Tinyus - Sprites conversion

All tiles and sprites were converted by Fade1 to fit into 32 colors. Each level has a unique set of 8 colors and 24 are shared among all levels. With a lot of tweaking it was so possible to have almost 1:1 arcade gfx on Amiga 500.

Gradius/Nemesis don't have that much gfx, but they use a lot of palette recoloring and X/Y flip. The arcade sprites use 16 colors each (out of many different palettes). The hardware can even zoom sprites, which needs additional large animations on Amiga.

In Tinyus on Amiga all moving gfx need 10 bitplanes (5 color planes + 5 mask planes). Most of the gfx need also X/Y flip and different palettes. The combination of all these attributes fills quickly all available chipram on A500.
A typical enemy animation with its amiga gfx:



It was not even possible to have only the gfx for the first level in chipram.
So gfx needed to be depacked on the fly or streamed from slowram to chipram.

Last edited by pink^abyss; 10 January 2021 at 12:30.
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Old 09 January 2021, 20:45   #27
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Gradius on Amiga... wow another prodigy of Abyss.
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Old 09 January 2021, 21:34   #28
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super stoked for this! Looks and sounds amazing so far.
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Old 09 January 2021, 21:43   #29
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With some modification that engine could come out also a Tiny Salamander or a Tiny Parodius too [the MSX one of course], but i would like to see Amiga stuff featured

Last edited by saimon69; 09 January 2021 at 21:56.
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Old 09 January 2021, 22:05   #30
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This is amazing news! Tiny Galaga and Tiny Invaders were 2 of my favorites from last year
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Old 09 January 2021, 22:24   #31
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Amazing work!
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Old 09 January 2021, 22:45   #32
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Whooooping If this will be a 1:1 port from the C64 version this would made my day



to @pink^abyss
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Old 09 January 2021, 22:59   #33
Neil79
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Quote:
Originally Posted by pink^abyss View Post
The game is content complete, but all levels need to be tested with all different setups and different game variables. Can't tell how long this takes.

Also i need to find room for ~3kb... this will be the biggest challenge.
Awesome man, just awesome!
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Old 09 January 2021, 23:32   #34
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3kb? are you using the OS? (killing it saves space)
have you got the best compressor for your real-time frame decompressor ?

just some ideas...you probably thought of that. The game looks great. I wonder how you can pull so many excellent titles in no time. Superb!
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Old 09 January 2021, 23:42   #35
jeff b00toNic
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Excellent!
This is going to be a gem considering the quality of your previous games.
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Old 10 January 2021, 00:16   #36
Toni Galvez
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Quote:
Originally Posted by pink^abyss View Post
Here you can listen to a (tiny) music impression from Tinyus
http://www.abyss-online.de/eab/tinyus.mp3

Most ingame music was done with 3 channels and the lead voice echos on the 4th channel (when no sfx are played). Not quite perfect, compared to the Arcade 5 channel audio but it works nicely.

The 14 tracks take 4kb chipram, and 24kb other ram.
All music was done with PreTracker 1.5.
PreTracker 1.5 now has support for subsongs and 32 additional soundfx.
Amazing rendition of the original songs, I really love the 4th channel echo. Well done.

About the graphics, you guys are doing an outstanding job.

It is a dream come true to have one of the best Konami games converted to the Amiga with such quality.

It was around 7 years ago, when I did my Gradius for Amiga video [ Show youtube player ] , it is amazing it become reality.

Thank you so much.

Last edited by Toni Galvez; 10 January 2021 at 00:35.
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Old 10 January 2021, 00:52   #37
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Thank you for doing this. Looking forward to play the game
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Old 10 January 2021, 03:02   #38
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Konami + Abyss feels like a match made in heaven. Looking forward to this – and a trainer; Gradius is hell to play.
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Old 10 January 2021, 08:57   #39
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Originally Posted by pink^abyss View Post
Also i need to find room for ~3kb... this will be the biggest challenge.
You can do Y-flipping with blitter by using negative modulo for source and mask.

You do not necessarily need 5+5 planes for every object. You can still blit some objects (if there are only a few of them on screen at once) plane by plane with one single mask plane. Then gfx for some could also be only 4 or 3 planes. And remaining planes all cleared or set using mask plane.

You should not be using horizontal screen doubling/mirroring technique for scrolling.
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Old 10 January 2021, 10:07   #40
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Wooow!!!

Gradius is one of my all time favs! Thanks for doing this!!!!
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