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Old 18 December 2019, 10:50   #1
mcgeezer
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Rygar AGA - Source Code Released & Discussion

Not sure what happened to the previous posts but here's a xmas gift for the coders.

https://www.amigagamedev.com/Downloa...170_src.tar.gz

Enjoy.
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Old 18 December 2019, 11:47   #2
Solo Kazuki
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You mean about your new project?
It was moved here.
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Old 18 December 2019, 11:54   #3
DamienD
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Originally Posted by mcgeezer View Post
Not sure what happened to the previous posts but <snip>
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Originally Posted by Solo Kazuki View Post
You mean about your new project?
It was moved here.
Exactly

Last edited by DamienD; 18 December 2019 at 12:00.
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Old 18 December 2019, 12:07   #4
Antiriad_UK
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Quote:
Originally Posted by mcgeezer View Post
Not sure what happened to the previous posts but here's a xmas gift for the coders.

https://www.amigagamedev.com/Downloa...170_src.tar.gz

Enjoy.
I thought you said you weren't releasing the source?
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Old 18 December 2019, 12:15   #5
mcgeezer
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I thought you said you weren't releasing the source?
Not sure if i said that, just wouldnt release it straight away.
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Old 18 December 2019, 19:09   #6
phx
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Originally Posted by mcgeezer View Post
Not sure what happened to the previous posts but here's a xmas gift for the coders.
A great gesture! That's how homebrew game development should be done in 2019.
You should have started a new thread for it, otherwise the announcement disappears quickly in the Rygar-Mega-Thread.

Do you want to explain the "Vasm bugs" in the source to me? Maybe I could fix something.

Which NDK did you use for the system headers? NDK3.9 didn't work for me:
Code:
$ vasmm68k_mot -m68020 -x -I/usr/local/vbcc/sdk/NDK_3.9/include_i main.asm 
vasm 1.8g (c) in 2002-2019 Volker Barthelmann
vasm M68k/CPU32/ColdFire cpu backend 2.3f (c) 2002-2019 Frank Wille
vasm motorola syntax module 3.13 (c) 2002-2019 Frank Wille
vasm test output module 1.0 (c) 2002 Volker Barthelmann

error 68 in line 1 of "APTR": repeatedly defined symbol <ThisTask>
    called from line 79 of "/usr/local/vbcc/sdk/NDK_3.9/include_i/exec/execbase.i"
    included from line 32 of "/usr/local/vbcc/sdk/NDK_3.9/include_i/exec/exec.i"
    included from line 408 of "main.asm"
>\1        EQU     SOFFSET

error 68 in line 7 of "s/const.asm": repeatedly defined symbol <ExecBase>
    included from line 417 of "main.asm"
>ExecBase:    equ    4

error 68 in line 2 of "s/memory.asm": repeatedly defined symbol <MEMF_ANY>
    included from line 424 of "main.asm"
>MEMF_ANY:       equ     0
...
EDIT: Ok, I see. You used your own one, from the "Include" directory. Maybe you should have written in Readme.txt which options to use for the build.

Last edited by phx; 18 December 2019 at 19:12. Reason: :P
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Old 18 December 2019, 21:00   #7
DamienD
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You should have started a new thread for it, otherwise the announcement disappears quickly in the Rygar-Mega-Thread.
Good idea and done
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Old 18 December 2019, 23:57   #8
dlfrsilver
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Quote:
Originally Posted by mcgeezer View Post
Not sure if i said that, just wouldnt release it straight away.
Thank you very much graeme for releasing the source code

Very appreciated !
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Old 19 December 2019, 00:02   #9
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Wow - that's a classy move - massive respect!
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Old 19 December 2019, 21:19   #10
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I looked at the module replay part for my game, and made it work, thanks to the source.
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Old 20 December 2019, 09:59   #11
mcgeezer
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Do you want to explain the "Vasm bugs" in the source to me? Maybe I could fix something.
It may just have been me having a senior moment but I do remember something odd with this.

Code:
HITPOINT_FRAMES;        dc.w    0		; queue of frames
			dc.l	0		;bug in VASM

HITPOINT_FRAMES_Q;        dc.w    0		; queue of frames
			
HITPOINT_RESTORE_PTRS:  dc.l    0,0

			;CNOP	0,4



HITPOINT_XPOS:          dc.w    0		; queue of x positions
			dc.l	0		; bug in VASM
			
HITPOINT_YPOS:          dc.w    0		; queue of y positions
			dc.l	0
In the code I wasn't able to reference HITPOINT_YPOS or HOTPOINT_FRAMES_Q unless I declared that long word as padding.

I was under a lot of time pressure for the compo so I just needed to get it working and that was the solution I came up with, chances are it isn't a VASM bug but it certainly had me stumped.

To check you'd need to assemble the code:

Code:
C:\Development\ToolChain\vasm.exe -kick1hunks -Fhunkexe -I C:\Development\Rygar\Include -o C:\Temp\test.exe C:\Development\Rygar\main.asm
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Old 20 December 2019, 10:11   #12
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Respect, what a very nice gesture to the community.
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Old 20 December 2019, 14:42   #13
phx
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Originally Posted by mcgeezer View Post
It may just have been me having a senior moment but I do remember something odd with this.
Maybe we should more often check the eyesight in our age. Or use a different font.

There is a semicolon behind HITPOINT_FRAMES and HITPOINT_FRAMES_Q, which has the effect that the "dc.w 0" is ignored. You can clearly see it in the vasm debug output (remove the -Fhunkexe option for it):
Code:
    b2de: symbol: HITPOINT_FRAMES LAB (0xb2de) sec=DATA
    b2de: data(4): 00 00 00 00
    b2e2: symbol: HITPOINT_FRAMES_Q LAB (0xb2e2) UNUSED sec=DATA
    b2e2: symbol: HITPOINT_RESTORE_PTRS LAB (0xb2e2) sec=DATA
    b2e2: data(4): 00 00 00 00
As you see there is only the longword defined after the HITPOINT_FRAMES label. The word is missing.

Quote:
Code:
C:\Development\ToolChain\vasm.exe -kick1hunks -Fhunkexe -I C:\Development\Rygar\Include -o C:\Temp\test.exe C:\Development\Rygar\main.asm
BTW, I also needed the options -m68020 and -DDISABLE_ENEMY_COLLISION=0 to avoid some errors: For example MOVEC (68010) instruction and DISABLE_ENEMY_COLLISION is undefined.
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Old 20 December 2019, 14:56   #14
mcgeezer
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Maybe we should more often check the eyesight in our age. Or use a different font.

There is a semicolon behind HITPOINT_FRAMES and HITPOINT_FRAMES_Q, which has the effect that the "dc.w 0" is ignored. You can clearly see it in the vasm debug output (remove the -Fhunkexe option for it):
Code:
    b2de: symbol: HITPOINT_FRAMES LAB (0xb2de) sec=DATA
    b2de: data(4): 00 00 00 00
    b2e2: symbol: HITPOINT_FRAMES_Q LAB (0xb2e2) UNUSED sec=DATA
    b2e2: symbol: HITPOINT_RESTORE_PTRS LAB (0xb2e2) sec=DATA
    b2e2: data(4): 00 00 00 00
As you see there is only the longword defined after the HITPOINT_FRAMES label. The word is missing.


BTW, I also needed the options -m68020 and -DDISABLE_ENEMY_COLLISION=0 to avoid some errors: For example MOVEC (68010) instruction and DISABLE_ENEMY_COLLISION is undefined.


Ummmm that may have been it, it was so long ago I very much doubt it is a bug in vasm... I effectively labelled the lines of code where there were problems.

In the source you downloaded is DISABLE_ENEMY_COLLISION not defined in the source of the main file?

Code:
ENABLE_DEBUG:           equ     0       ; Enables system up debugging with MonAm
FAST_LOAD:              equ    	1              ; Read from floppy
ENABLE_MULTIDRIVE:	equ	0		; Must be set to 1 for release.
DISABLE_ENEMY_COLLISION equ     0              ; Rygar can't be killed                                 
DEBUG_UNLIMITED_LIVES:  equ     0
DEBUG_OBS_DISABLE:      equ     0            ; Rygar can move through obstacles
DISABLE_GRAVITY:        equ     0                                    ; Disable gravity - useful for round debugging.
ENABLE_CHEAT:		equ	0

Glad you got it assembled though and agree I missed the target architecture argument (I have a rotten cold at the moment so I'm not firing on all cyclinders).

Graeme
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Old 20 December 2019, 16:05   #15
phx
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In the source you downloaded is DISABLE_ENEMY_COLLISION not defined in the source of the main file?
No. It's definitely missing.

(I'm wondering if vasm's IFEQ directive shouldn't treat an undefined symbol as zero by default. Maybe it should, if other assemblers do the same...)

Quote:
(I have a rotten cold at the moment so I'm not firing on all cyclinders).
Hope you get well soon! Would be too bad over the holidays...
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Old 20 December 2019, 16:16   #16
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(I have a rotten cold at the moment so I'm not firing on all cyclinders).
Get well soon!
And thanks for the complete source code. I'll definitely take a look
Quote:
Originally Posted by phx View Post
(I'm wondering if vasm's IFEQ directive shouldn't treat an undefined symbol as zero by default. Maybe it should, if other assemblers do the same...)
Hmm, that might be useful actually. It would probably need to throw a warning to prevent typo-confusion, though.
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Old 21 December 2019, 07:36   #17
turrican3
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respect for what you did thanks mcgizzer, i hope it will help to create new games fromit.
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Old 21 December 2019, 09:58   #18
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Much appreciated, thank you
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