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Old 09 January 2020, 14:39   #21
Adrian Cummings
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Originally Posted by malko View Post
Why not appending them in the zip file in TheZone! ?
Preservation is more than wished in our days...
I will upload what I have available shortly (.lbm's) no worries.
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Old 09 January 2020, 14:45   #22
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Has other material from your Amiga works survived? I'd be especially interested in Tin Toy because I think this is technically very impressive and a really fun game. Unfortunately, it came too late so it didn't get the attention it deserved It must have been an incredible load of work to get this as polished as it is...
I have some of Tin Toy but not all of it in original form. I later converted and recreated parts of that one for PC but that was quite some time ago now also.
I've lost so much stuff down the last 30years TBH and much of it has been lost or corrupted and trashed due to sitting on so many different drives etc.

I will see what extra stuff I can dig out soon tho.
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Old 09 January 2020, 14:49   #23
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I have some of Tin Toy but not all of it in original form. I later converted and recreated parts of that one for PC but that was quite some time ago now also.
I've lost so much stuff down the last 30years TBH and much of it has been lost or corrupted and trashed due to sitting on so many different drives etc.

I will see what extra stuff I can dig out soon tho.
Great, can't wait to see this, thanks!
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Old 09 January 2020, 15:22   #24
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Salvaged graphics...

Mutation Software salvaged iff graphics

Contact sheet index...



Cheers,

Adrian
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Old 09 January 2020, 15:33   #25
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A big big big thank you !!!
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Old 09 January 2020, 15:49   #26
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Arrow

And finally some random stuff I found in an old box file here...

http://eab.abime.net/zone/TinToyChar.jpg

http://eab.abime.net/zone/TinToyNPCs.jpg

http://eab.abime.net/zone/TinToyGBA.jpg

http://eab.abime.net/zone/RacingKartoonsAmiga.jpg

Cheers and l8rz,

Adrian

Last edited by Adrian Cummings; 09 January 2020 at 15:57.
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Old 09 January 2020, 16:18   #27
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Very nice! Do you still have the level editor for Tin Toy?
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Old 09 January 2020, 18:18   #28
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Adrian, i have checked the source code of Cyberpunks, i have found corruption at 2 places inside the asm file.
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Old 09 January 2020, 19:42   #29
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Very nice! Do you still have the level editor for Tin Toy?
No sorry.
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Old 09 January 2020, 19:43   #30
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Adrian, i have checked the source code of Cyberpunks, i have found corruption at 2 places inside the asm file.
Yes very likey as it was pulled from a broken archive. Also some of the includes are missing.
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Old 09 January 2020, 21:17   #31
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Yes very likey as it was pulled from a broken archive. Also some of the includes are missing.
ok so we need to reverse the current game to fix the source
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Old 09 January 2020, 21:18   #32
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Yes very likey as it was pulled from a broken archive. Also some of the includes are missing.
one question Adrian, the archive was broken due to hard drive problem, or was it stored on a floppy ?
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Old 10 January 2020, 10:21   #33
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one question Adrian, the archive was broken due to hard drive problem, or was it stored on a floppy ?
Originally at some point in the mid 90's my HD failed and I lost a lot of my Amiga project stuff.
I then started using Quarterback and some floppy file backups to make further new backups of a newer HD on 'loads' of floppies (long since gone).

In 2012 I had another near death event with a HD and managed to salvage as much as possible and transfer the HD image to CF card for my real Amiga now, a regular recapped 1200.

I also later went on to pcmcia card network transfer the remaining HD image to .hdf format to use with Amiga emulators.

At all these points and with multiple storage and copying of the files, I guess stuff just got damaged or was totally lost.

What I have left now are fragments and parts of some projects or in some cases have lost everything for a given project.
A lot of code has been destroyed although I did port and totally rewrite into high level languages Doodlebug (iOS) and TinToy (PC) ...both long since defunct also.

To answer your question directly tho in reality it has been a mix of both and time itself I guess.

Last edited by Adrian Cummings; 10 January 2020 at 11:13.
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Old 10 January 2020, 11:09   #34
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Trying to further recall events in chrono order is pretty tricky actually LOL.

Here is an old picture from my FB archives just as I was porting Doodlebug from 68K (Amiga) to ObjC (iOS) when the 2nd HD started to fail on my homebrew hybrid Amiga 2200.

---

'27th April 2012: My Amiga 2200 Hybrid back from the dead 'again' with a new screen and gotta fit a CF Card boot drive as the mini hd took more than 30 boots to start up (now very old!)'

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Old 10 January 2020, 11:15   #35
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Reminds me my old A2000 that is actually in the basement in its original package
You have weared yours with a nice sticker (as well as the keyboard)
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Old 11 January 2020, 12:25   #36
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@Adrian: By the way, did you try to get Tin Toy published through Core Design as well back in the day? Or did you plan to self-publish it right from the start?
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Old 11 January 2020, 12:36   #37
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@Adrian: By the way, did you try to get Tin Toy published through Core Design as well back in the day? Or did you plan to self-publish it right from the start?
No sadly I had already had the phonecall from Core Design while I was developing the 3rd Core title (Fantastic Island) that the Amiga was pretty much dead. That was the reason I went on to try and support Amiga on my own starting with Tin Toy Adventure.

I lost almost everything for Fantastic Island in the big mid 90's HD crash anyway of course so began with Tin Toy next.

Coming from working with Core as a publisher to doing it totally alone was a real learning curve and totally different experience in reality. Money was a lot less forthcoming too :P

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Old 11 January 2020, 13:43   #38
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Coming from working with Core as a publisher to doing it totally alone was a real learning curve and totally different experience in reality. Money was a lot less forthcoming too :P
I can imagine that Do you recall how many copies of Tin Toy you were able to sell? On ebay it is now being sold for around 200 pounds so I guess not too many are around

And did you get any sales figures from Core concerning Cyberpunks and Doodlebug?
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Old 11 January 2020, 13:57   #39
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I can imagine that Do you recall how many copies of Tin Toy you were able to sell? On ebay it is now being sold for around 200 pounds so I guess not too many are around

And did you get any sales figures from Core concerning Cyberpunks and Doodlebug?
Tin Toy (AGA) was in the low thousands (3K) overall and most went on sale in bulk orders into Germany by a couple of larger traders I recall. Mail order via the glossy mags did quite well too, so it was pretty good for homebrew publishing at the start.

Tommy Gun (ECS) was around 500 I think or not far off. Again bulk traders sales took quite a few.

I've seen silly prices for some of my games on eBay yes. I think Castle Kingdoms (ECS) would be the rarerest of them all because it only did a few hundred by the time the end had come with no bulk orders by then.

I never knew the actual sales of the games I did for Core no, but they were repackaged and also sold thru book club deals at the time via Core and it's distributors. I can only guess at betwen 10-20K copies per game into retail perhaps. I just don't know those numbers as fact.

I still have one full published copy of each Amiga game I released here.

Adrian
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Old 11 January 2020, 14:13   #40
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Here is an old mag ad from back in the day regards the mail order Amiga stuff I did.

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