English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 23 November 2016, 17:16   #1601
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by sandruzzo View Post
Yes Mate I'll keep going on with coding. So far I've to deal with some bugs, and sounds. We have some problem to change / switch music during the game.

So far I'm missing all the bonuses for the game. I need them to implement into game
You can't miss all the bonuses for the game, i gave you all the assets.

check inside my archive, they are in GFX0_8X8.png
dlfrsilver is offline  
Old 23 November 2016, 17:19   #1602
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by dlfrsilver View Post
You can't miss all the bonuses for the game, i gave you all the assets.

check inside my archive, they are in GFX0_8X8.png
Yes, we have them, but I need to be converted. As soon as invet do it, i'll insert into game
sandruzzo is offline  
Old 23 November 2016, 17:24   #1603
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by sandruzzo View Post
Yes, we have them, but I need to be converted. As soon as invet do it, i'll insert into game
ah ok i tought you didn't got them lol
dlfrsilver is offline  
Old 23 November 2016, 19:53   #1604
Tigerskunk
Inviyya Dude!
 
Tigerskunk's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
Quote:
Originally Posted by Raislin77it View Post
try this online tool

http://tool.anides.de/

it makes wonder
Really great tool.
This will come handy for a couple of my game ideas..

Thanks...
Tigerskunk is offline  
Old 23 November 2016, 23:55   #1605
invent
pixels
 
invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 52
Posts: 476
@ Raislin77it - excellent tool, thanks for sharing (looking closer at the exported file)
@ Sandruzzo, very good news we all miss his excellent contribution (and I can focus on other projects, will also look at what bonus graphics your missing
invent is offline  
Old 24 November 2016, 00:56   #1606
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by invent View Post
@ Raislin77it - excellent tool, thanks for sharing (looking closer at the exported file)
@ Sandruzzo, very good news we all miss his excellent contribution (and I can focus on other projects, will also look at what bonus graphics your missing
check tile page GFX0_8x8.png file You'll find what you need.
dlfrsilver is offline  
Old 25 November 2016, 07:13   #1607
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Added new version. Now when you run out of life, there is some sort of gamr over with the right music. To restart, just push fire button. When you end level, you'll hear temple music.

STILL some bugs to get rid. On them
sandruzzo is offline  
Old 25 November 2016, 08:15   #1608
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,520
note: the music should start from pattern 0 only in the beginning of the game, then after every death from pattern 2. But i tested the build and it feels really like the arcade! just there is one enemy in all level but i know that will be fixed
saimon69 is offline  
Old 25 November 2016, 20:06   #1609
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by saimon69 View Post
note: the music should start from pattern 0 only in the beginning of the game, then after every death from pattern 2. But i tested the build and it feels really like the arcade! just there is one enemy in all level but i know that will be fixed
The only enemy is used for test end game, and game restart. I have to fix c ollisions boundig box since the new rygars' frames alignement.
sandruzzo is offline  
Old 25 November 2016, 20:07   #1610
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Someone can point me how to implement some sort of timer for rygars' game time? It's worth using ciaa timing, or there is a simplier way?
sandruzzo is offline  
Old 25 November 2016, 20:11   #1611
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
Quote:
Originally Posted by sandruzzo View Post
Someone can point me how to implement some sort of timer for rygars' game time? It's worth using ciaa timing, or there is a simplier way?
Just count VBLs.
Codetapper is offline  
Old 25 November 2016, 20:13   #1612
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by Codetapper View Post
Just count VBLs.
Just done now. With simple counter, into vb all is fine. Just one thing I'm using wait routine to sincronize buffer switch, but it a waste of time for CPU. If I put my main into VB interrupt, can I get rid of this wait?
sandruzzo is offline  
Old 26 November 2016, 03:45   #1613
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,413
Send a message via MSN to dlfrsilver
ok, i have done some tests, and it appears that only by changing 1 byte, i can get a completely different tile animations.

Well, i'm quite afraid we will need someone fluent in z80, able to reverse how the tile system works. otherwise it's going to be awful to map by hand the whole thing.

I have also noticed some level parts, while on 16x16 tiles, are ajusted as 8x8 tiles once mapped on screen !
dlfrsilver is offline  
Old 26 November 2016, 17:02   #1614
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Added Timer and first test on Head enemy
sandruzzo is offline  
Old 26 November 2016, 18:14   #1615
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
nice red monster, but right at the start of the level?

all test done on standard a1200 emulation 2mb chip 128mb fast ram

1) one bug (maybe) - if you fall into the pit, for the second time ( just jump again in the pit after Rygar respawns),
Rygar comes not back, screen moves to start of level and still no Rygar respawn.

2) game gives not back allocated chip mem. look at workbench memory info - start the game, and just quit ( mouse-button).
look now at memory on workbench display.
I can do this maybe 4 times - workbench says 256k chip mem free - when i start now, i get gfx corruption.

3) monster can not kill me, no collision - but i can kill the monsters.

4) monsters run behind the first little stone ( level start )

5) in the end room, Rygar just stops for maybe 10 seconds, then he runs again, leaving end room - level restarts.

6) little item is missing, after you destroy the stone at start of the level. ( i think there was a little item in previous versions)

just reporting, I hope it will help - good work

Last edited by emufan; 26 November 2016 at 18:33.
emufan is offline  
Old 26 November 2016, 18:57   #1616
Shatterhand
Warhasneverbeensomuchfun
 
Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
I just tried this on my A600. It loads, I see background graphics (looking *lovely*), the HUD, music plays...

But nothing happens. Do I need to do something to make the demo start???
Shatterhand is offline  
Old 26 November 2016, 19:11   #1617
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by emufan View Post
nice red monster, but right at the start of the level?

all test done on standard a1200 emulation 2mb chip 128mb fast ram

1) one bug (maybe) - if you fall into the pit, for the second time ( just jump again in the pit after Rygar respawns),
Rygar comes not back, screen moves to start of level and still no Rygar respawn.

2) game gives not back allocated chip mem. look at workbench memory info - start the game, and just quit ( mouse-button).
look now at memory on workbench display.
I can do this maybe 4 times - workbench says 256k chip mem free - when i start now, i get gfx corruption.

3) monster can not kill me, no collision - but i can kill the monsters.

4) monsters run behind the first little stone ( level start )

5) in the end room, Rygar just stops for maybe 10 seconds, then he runs again, leaving end room - level restarts.

6) little item is missing, after you destroy the stone at start of the level. ( i think there was a little item in previous versions)

just reporting, I hope it will help - good work
Thanks for this incredible Report. Some features are disabled to test the game. I'll tackle all this list!
sandruzzo is offline  
Old 26 November 2016, 22:54   #1618
Shatterhand
Warhasneverbeensomuchfun
 
Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
Quote:
Originally Posted by DamienD View Post
Please leave this part out of the Amiga version. Quite unfair and impossible to complete the game
Not really, as I've seen people 1 credit-completing the game in front of me in a real machine

But for a home port, just leave the game at free play all the time. Everyone knows winners don't use continues
Shatterhand is offline  
Old 27 November 2016, 06:43   #1619
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by emufan View Post
nice red monster, but right at the start of the level?

all test done on standard a1200 emulation 2mb chip 128mb fast ram

1) one bug (maybe) - if you fall into the pit, for the second time ( just jump again in the pit after Rygar respawns),
Rygar comes not back, screen moves to start of level and still no Rygar respawn.

2) game gives not back allocated chip mem. look at workbench memory info - start the game, and just quit ( mouse-button).
look now at memory on workbench display.
I can do this maybe 4 times - workbench says 256k chip mem free - when i start now, i get gfx corruption.

3) monster can not kill me, no collision - but i can kill the monsters.

4) monsters run behind the first little stone ( level start )

5) in the end room, Rygar just stops for maybe 10 seconds, then he runs again, leaving end room - level restarts.

6) little item is missing, after you destroy the stone at start of the level. ( i think there was a little item in previous versions)

just reporting, I hope it will help - good work
01) This is a real bug

02) I know it, I'll work on that.

03) Collision disabled for test

04) Features not implemented yet.

05) Yes, I keep rygar steady to simulate coin op end Level.

06) I'm wating final items gfx to add it. Routine is ready
sandruzzo is offline  
Old 27 November 2016, 10:17   #1620
emufan
Registered User
 
Join Date: Feb 2012
Location: #DrainTheSwamp
Posts: 4,545
Quote:
Originally Posted by sandruzzo View Post
Thanks for this incredible Report. Some features are disabled to test the game. I'll tackle all this list!
np. the first bug i found due to my low gaming skills
emufan is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
rygar? Prosonic support.Games 7 09 June 2013 14:18
two more that borrow heavily from Rygar & Black Tiger NfernalNfluence Nostalgia & memories 5 30 September 2012 18:57
SCIENCE 451-RYGAR: same disks mrodfr project.TOSEC (amiga only) 0 26 December 2006 15:38
Wordworth conversion vertigo support.Apps 5 09 December 2003 14:46

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 13:52.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.17022 seconds with 16 queries