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Old 19 May 2020, 23:59   #21
OmegaMax
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That's unfortunate as I played the dos version after trying this version and I really like the game.Even though there isn't really any game play against the cpu I did have some fun with this beta.
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Old 24 May 2020, 16:47   #22
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Had a look through the code as I couldn't use the spade and now I know why.When it says not enough baldies to use the spade it has nothing to do with how many baldies you actually have.It checks how many enemies are active and then increases a counter,you need to leave a minimum of 3 enemies alive in order to get access to the spade.


Code:
 cmp.w #2,_nmeactivecount 
 bgt SpadeCheckContinue
 rts
SpadeCheckContinue:
 add.l #1,_spadeInactivecounter
 tst.w _spadeactiveflag
 bne MoreCode
 cmp.l #5000,_spadeInactivecounter
 blt MoreCode
 move.w #1,_spadeactiveflag
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Old 28 May 2020, 06:43   #23
OmegaMax
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Seems the amiga version is the most cut down version of the game,every other version had added extras to it.Interesting the amiga (Jaguar version?) has the baldies only moving in four directions as the other versions move the baldies in eight directions.I'm asuming the amiga version was only four directions as it was the earliest version of the game and the extra movement code was added to console version later.Because I really like the game I'll keep documenting the code and see what else I find interesting compared to other versions.

Code:
;------------------------------------
;State Baldie On Land (Baldie State 0)
;------------------------------------
BaldieState0: 
 sub.w #1,btimer(a0)            
 bpl Do_ControlBaldieMovement 
 cmp.w #70,bIdletimer(a0)           
 blt BaldieIdle
;------------------------------------
; Set Baldie New Movement
;------------------------------------  
 move.l #300,d7
 move.w d7,btimer(a0)         
 move.l #4,d7
 jsr Do_RandomNumber
 and.b #$3,d7
 move.b d7,_bDirection(a0)            
 move.b #0,_bAnimation(a0)
 move.b #8,d7
 jsr Do_RandomNumber
 move.w #$ff,d7
 jsr Do_RandomNumber
 bra BaldieState0
BaldieIdle:  
 bra BaldieIdleCont 
//Baldie Movement Directions


// _bDirection 0 = BaldieWalkingUp
// _bDirection 1 = BaldieWalkingRight
// _bDirection 2 = BaldieWalkingDown
// _bDirection 3 = BaldieWalkingLeft         
;------------------------------------
; Baldie Movement Control
;------------------------------------ 
Do_ControlBaldieMovement: 
 move.b _bDirection(a0),d0             
 beq BaldieWalkingUp    
 cmp.b #2,d0
 blt BaldieWalkingRight  
 beq BaldieWalkingDown   
 bra BaldieWalkingLeft   
;------------------------------------
; Baldie Walking Up (dir = 0)
;------------------------------------  

;Check Map Grid

BaldieWalkingUp: 
 move.w _bXPosition(a0),d0             ;Baldie X Position
 move.w _bYPosition(a0),d1             ;Baldie Y Position
 add.w #8,d0                           ;_bXPosition+=8;   
 add.w #14,d1                          ;_bYPosition+=14;
 lsr.w #4,d0                           ;_bXPosition/16 
 add.w d0,d0
 lsr.w #4,d1                           ;_bYPosition/16 
 lsl.w #2,d1           
 lea.l MapRowsAddressArray,a1                   
 movea.l (a1,d1.w),a1                  ;d1 = Map Row
 move.w (a1,d0.w),d2                   ;d0 is Column,d2 = MapTile 
 cmp.w #$b4,d2                          
 blt BaldieMovementUp                  ;If MapTile < Collison Tiles Data  
 cmp.w #WaterTile0,d2                   
 bge BaldieChangeDirection             ;Collison With Map Water Tiles Data
 movea.l a0,a1                         ;Baldie Linked list a0 -> a1
 move.w _bXPosition(a0),d0             ;Baldie X Position
 move.w _bYPosition(a0),d1             ;Baldie Y Position
 add.w #8,d2                           ;_bXPosition+=8;  
 add.w #14,d3                          ;_bYPosition+=14; 
 bsr Do_CollisionCheck                 ;Houses,Trees,Traps 
 cmp.b #1,d0                           
 blt BaldieMovementUp 






;--------------------------
BaldieChangeDirection:
 add.b #1,_bDirection(a0)       
 and.b #3,_bDirection(a0)

Last edited by OmegaMax; 28 May 2020 at 07:56.
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Old 28 May 2020, 08:06   #24
OmegaMax
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If anybody knows a atari jaguar emulator with debugger support that could help me(I want to document that code).

Pixel art assets from the game would help,maptapper guys could help here.

Last edited by OmegaMax; 28 May 2020 at 08:25.
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Old 28 May 2020, 08:57   #25
nujack
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It's really sad that the full version of that games was never released for Amiga. I had contact to the developer some years ago via ebay and he told me that the CD32 version was completed. He sold a Development-board there and I asked him some questions about that piece of hardware. I tried to contact him several times but he never replied.
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Old 28 May 2020, 09:03   #26
OmegaMax
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Thanks for the post nujack,some info you shared I did not know.I'm reverse engineering the code to recreate the engine for amiga.I'd like to look at the 68000 code from the jaguar.Do you know if the amiga CD32 version was the same as the Jaguar version?
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Old 28 May 2020, 09:07   #27
CodyJarrett
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Here's are the map tiles and map.
Attached Thumbnails
Click image for larger version

Name:	Baldies Map Tiles.png
Views:	67
Size:	74.7 KB
ID:	67532   Click image for larger version

Name:	Baldies Map.png
Views:	63
Size:	634.5 KB
ID:	67533  
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Old 28 May 2020, 09:08   #28
OmegaMax
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Thank you Cody,very much appreciated
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Old 28 May 2020, 10:15   #29
OmegaMax
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I edit my post because most people are not interested in programming and games in this genre are very advanced.Thanks to Cody I can now start on a engine reimplementation with real assets.Stay tuned ..

Last edited by OmegaMax; 28 May 2020 at 11:45.
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Old 11 October 2020, 00:11   #30
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Wonder how things are going on this one...?
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