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Old 03 June 2017, 23:40   #121
jotd
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Small update: re-did world 1, levels 1, 3, 4, 5, but this time for Amiga WHDLoad version.

Check full working archive in the zone (with updated slave able to read external level 1 files)
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Old 04 June 2017, 05:48   #122
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really great jotd but the intro music is strange, it's like if the music is cut by piece, really different than the original.
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Old 04 June 2017, 10:25   #123
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it the ntsc version with passwords. set ntsc tooltype or music isn t properly timed (maybe I could fix that)
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Old 05 June 2017, 15:07   #124
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Cool work ^^ those levels are fun to play. I would love to see more of them.
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Old 05 June 2017, 17:28   #125
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thanks. Starting the work on the jungle levels. Those levels can be seen as mods more than brand new levels, because of the constraints of hardcoded stuff in the game:

teleport locations & timers, level 1.2 zones, and also somehow the start locations which can be changed but require some work to move the level start letters. Also shuffling the sub-levels requires a lot of extra work, and the modding itself takes a lot of time so let's start with that. We'll see if some more modded levels can be done. I doubt there's room for 45 sets of levels. The game is still the same after all. It's just that people really used to the game will love seeing new levels after 26 years.

Note that I may release my level editor to the public. It's rather simple to use. But my experience with other level editors show me that there aren't that many people willing to spend a lot of time designing new levels.

BTW: Anyone knows Sean Griffiths personally? I found him on LinkedIn but didn't dare contacting him.
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Old 04 September 2019, 03:06   #126
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Wow, sorry digging up and old thread, but just wondering how this ended up. You should totally contact Sean Griffiths, btw.
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Old 04 September 2019, 22:33   #127
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I may contact him, yes. This ended up, well, not too far. I ended up recycling the levels editor to generate levels at the original format to run on the original game.

I created a full level 1 (5 sub-levels). This level 1 is playable on the PC version and also on the whdload version (custom levels included in the latest release where 2nd button is also supported for jump). I also created 1 or 2 jungle levels but didn't publish them.

The remake is visually much better with more colors & detailed graphics, but lacking original source code & enemy behaviour, specially for levels 2 to 4 (level 1 is pretty well covered) and it's a huge commitment to complete that.
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Old 05 September 2019, 04:38   #128
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I think the graphics are fine in mp. It always needed in game music.
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Old 05 September 2019, 17:41   #129
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So... you're remaking it to make an existing, released game run slower? Or just an exercise?
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Old 05 September 2019, 20:22   #130
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@Photon sorry? I don't understand. Who talked about doing something slower?

I remade it to add 24bit colors / HD + possibility to add new levels + Nintendo DS port.

But finally, I put that on hold, and used the editor to generate compatible levels for the original engine.
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Old 06 September 2019, 01:36   #131
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Quote:
Originally Posted by jotd View Post
I may contact him, yes.
Not many people are going to contact him, letting him know how much they appreciate his work, or even asking him about it. He's not a superstar being stopped in the street, he'll genuinely appreciate recognition for his work, like anyone would.
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Old 06 September 2019, 04:14   #132
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Quote:
Originally Posted by jotd View Post
@Photon sorry? I don't understand. Who talked about doing something slower?

I remade it to add 24bit colors / HD + possibility to add new levels + Nintendo DS port.

But finally, I put that on hold, and used the editor to generate compatible levels for the original engine.
Nvm, thought it was a remake for Amiga. Disregard.
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Old 06 September 2019, 20:29   #133
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Aha I could build it with SDL/C++ for amiga... I let you imagine the sluggishness of that.

I already attempted to port my Bagman SDL remake. It works, but slooooow except in WinUAE (what's the point ? )
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Old 06 November 2019, 19:34   #134
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Have you ever tried the unlicensed Mega Drive port from JoshProd? Much better scrolling.

edit: argh, no. I thought it was better. Pretty similar to the Amiga version. Still a 25fps game on the MD as it seems.

Last edited by Retro-Nerd; 06 November 2019 at 19:59.
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Old 06 November 2019, 20:06   #135
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" unlicensed Mega Drive port " WTF looks 100% the same as amiga. Do you have some details? Unlicensed but either it's super reverse engineering or it's licensed. Unlicensed + Bitmap Bros + commercial isn't a good equation. Mike Montgommery is protecting the IP and suing everyone selling or even giving away BB games (remember CD32 Bitmap Bros collection...)
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Old 06 November 2019, 20:15   #136
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Well, found a rom dump with the (unl) tag. JoshProd released some computer games as console ports.


http://readretro.com/commodore-amiga...-sega-genesis/


[ Show youtube player ]
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