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Old 09 August 2009, 17:57   #41
LocalH
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Perhaps you should consider open sourcing what you have? If not, that's cool, but it could potentially aid in development.

Also, are you aware that there are comprehensive disassemblies of S1 and S2? Might help you make the physics more accurate to the original game.
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Old 09 August 2009, 19:38   #42
Samurai_Crow
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If that weren't enough, the C and Assembly sources of Scrolling Trick are considered Public Domain now by the author (along with the detailed instructions on how to do a tile-mapping engine efficiently).
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Old 21 February 2010, 12:27   #43
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I'd love to write some music for your game. I used to write a lot .mod music in the past. Please let me know (priv) if you are interested. I have some idea for the music so I could send you some example when it's done.
 
Old 08 August 2013, 11:36   #44
kokapetl
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Sorry for the ancient thread bump, but did anything ever happen with this? Is the source available?

In case you want some (really late) feedback, the bottom row of clouds doesn't move smoothly when running
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Old 08 August 2013, 12:02   #45
Mrs Beanbag
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I have made a version of the Green Hill Zone music as a Protracker mod

I started adapting Mr Beanbag game engine to a version of Sonic a while ago, kind of on the backburner at the moment though.
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Old 09 August 2013, 10:51   #46
kokapetl
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Quote:
Originally Posted by Mrs Beanbag View Post
I have made a version of the Green Hill Zone music as a Protracker mod
Feel like uploading it?


Quote:
Originally Posted by Mrs Beanbag View Post
I started adapting Mr Beanbag game engine to a version of Sonic a while ago, kind of on the backburner at the moment though.
I had to look up Mr Beanbag; nice work!
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Old 09 August 2013, 11:15   #47
Mrs Beanbag
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Quote:
Originally Posted by kokapetl View Post
Feel like uploading it?
It is uploaded somewhere, let's see if I can find it

http://www.amiga.org/forums/showpost...4&postcount=35
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Old 09 August 2013, 17:43   #48
Amiten
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Quote:
Originally Posted by Hungry Horace View Post
actually, the whole "you cant do that with AMOS" argument is the one that doesnt hold up at all, given that AMOS allows you to add assembler code directly into your programs.

http://amos.condor.serverpro3.com/Am...l/14/1411.html

the link not work any idea where is a mirror?

Thanks
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Old 09 August 2013, 18:50   #49
Schlachtwerk
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Wayback will find it for you ^^.

http://web.archive.org/web/200908120...l/14/1411.html
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Old 09 August 2013, 19:36   #50
Mrs Beanbag
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Well this is true... I never worked out how to embed machine code into a procedure but it's simple enough just to load some code into a memory bank and "call" it.

You can also write your own AMOS extensions if you have some functions you would use a lot, which isn't actually all that difficult.

But this is sort of cheating if you are making claims about what "AMOS" can do.

Quote:
Even if you are an experienced machine code programmer, you will have to work very hard to better the speed and range of AMOS Professional.
Hardly.
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Old 09 August 2013, 19:39   #51
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muchos thanks you !!
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Old 19 December 2013, 03:46   #52
turrican3
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sonic amiga

it seems good
don't know what to think about it ???
[ Show youtube player ]
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Old 08 March 2016, 23:22   #53
DerekAutista123
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Floppy disk Kevg using amiga game creator

What is the program if KevG made this game with .adf file??
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Old 08 March 2016, 23:26   #54
Retro1234
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He programmed it in Amos the same language Backbone is made in - there are only the game creatures people have told you about.

Last edited by Retro1234; 08 March 2016 at 23:41.
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