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Old 24 March 2014, 08:28   #21
meynaf
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Well, for a bit of precision : the game needs 020 because it performs Atari screen conversion each frame.

The keyboard/joystick issues are not surprising. The code handling these wasn't exactly nice...

Can someone perform a comparison with the original ST version (directly, not from memory) and tell me all differences ?
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Old 24 March 2014, 08:48   #22
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Quote:
Originally Posted by meynaf View Post
Can someone perform a comparison with the original ST version (directly, not from memory) and tell me all differences ?
You mean like this:

Quote:
Originally Posted by nittamituaki View Post
I made a table about comparison (ST version and this port).


And,
"Hoppoids" Galaxy didn't exist in the original retail version, did it?
Do you know detail about this Galaxy?
?
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Old 24 March 2014, 08:59   #23
meynaf
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Yes. But other differences appear to exist, that are not listed there.


EDIT: about the two "HOPPO" galaxies, i got two versions of Oids and they were just here in one of them. I included them, but they're clearly not original ftl galaxies. People having good extra galaxies can send them to me for inclusion, btw.
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Old 24 March 2014, 18:10   #24
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Quote:
Originally Posted by meynaf View Post
Well, for a bit of precision : the game needs 020 because it performs Atari screen conversion each frame.

The keyboard/joystick issues are not surprising. The code handling these wasn't exactly nice...

Can someone perform a comparison with the original ST version (directly, not from memory) and tell me all differences ?

Sorry to report wrongly, there isn't a delay at all at least no worse than the slight delay of the original. Oops

meynaf: I have a good set of 5 or so full levels that I'd like to see on here- all in their own galaxy. Shall I zone the st disk for you to look at?. They're quite distinct I think

Last edited by Adropac2; 24 March 2014 at 20:21.
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Old 27 March 2014, 09:56   #25
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New version online !
(same link as before)

Colors problem fixed. You'll now see very different, but original (i think !) colors. It came from the fact the game used the vdi (gem) to fill these, and this, of course, does not use hardware index but something else !

Input handling is fixed too. Right shift was incorrectly mapped, pause was broken, joystick button didn't work, etc.



Quote:
Originally Posted by phx View Post
- Problem with keyboard handling in the game. I use cursor up for thrust, left for turn left, right for turn right. When pressing those keys fast or at the same time they get stuck (ship keeps turning, for example).
Could not reproduce. It may be the keyboard which is unable to properly handle some key combinations (some are known to do that). What kind of keyboard do you use ? Does it still happen if you use other keys ?


Quote:
Originally Posted by Adropac2 View Post
meynaf: I have a good set of 5 or so full levels that I'd like to see on here- all in their own galaxy. Shall I zone the st disk for you to look at?. They're quite distinct I think
Not the st disk if possible, but the .OID files that are on it.
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Old 27 March 2014, 10:25   #26
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Here is the news for your great Project
http://www.amiga68k.de/?p=3518

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Old 27 March 2014, 10:51   #27
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Very nice port.
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Old 27 March 2014, 16:14   #28
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The game works better now (Joystick, colors). I noticed somtimes if I land the ship it stays some pixel under the ground instead of on the ground. Maybe the original game behaves the same.

For my the gravity is much to low for fun playing. The amiga gravity style games are much better playable IMHO. At last Oids as a native 68k game would beat the atari version.
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Old 29 March 2014, 01:04   #29
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The game works better now (Joystick, colors). I noticed somtimes if I land the ship it stays some pixel under the ground instead of on the ground. Maybe the original game behaves the same.

For my the gravity is much to low for fun playing. The amiga gravity style games are much better playable IMHO. At last Oids as a native 68k game would beat the atari version.
Oids works well just as it is. It's fine to prefer a faster gravity based experience and Amiga has the best examples there but Oids works very well because of how it does things- it's quite the layered experience actually when you start mastering certain techniques and is something only truly revealed from more playing. It's great news to finally see it on Amiga

Iv'e often thought what a ground up version of Oids would be like on Amiga but when you realise just how much is thrown about at times, would the Amiga manage this so much better? Stuff is more individually tracked in Oids so that's fairly taxing regardless of how much better Amiga's hardware is. It would be interesting to hear people's expert opinion on this actually
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Old 29 March 2014, 09:08   #30
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Quote:
Originally Posted by Retroplay View Post
Bootable adf in the zone.

As usual, this is very unofficial, don't bother Meynaf if this doesn't work on your Amy.
Any chance of a bootable ADF of the updated version? Running off to the zone now Thanks Meynaf, thanks Retroplay.
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Old 29 March 2014, 09:35   #31
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Saw the updated ADF in Zone. Thanks again.
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Old 31 March 2014, 12:32   #32
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Hey Meynaf,

the game is so great, so ive written a big review for the Amiga version on amiga68k.

Oids - Classic Amiga Game Review (Translated by Google)
Also you will find the Manual in the Download Section.

Thx for this Game an i hope you will go on with more ports.

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Last edited by Foxman; 31 March 2014 at 12:45.
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Old 31 March 2014, 13:20   #33
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I now prefer writing my own game from scratch.
Sounds interesting. What kind of game is it?
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Old 03 April 2014, 09:36   #34
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New oids.lzx online now. It contains the six extra galaxies that have been sent to me (else nothing has changed). Beware, as even though they only contain a single planetoid each, they're very difficult.


Quote:
Originally Posted by Thorham View Post
Sounds interesting. What kind of game is it?
Do you remember that old tile mapped small game i was doing some time ago ?
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Old 03 April 2014, 12:21   #35
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Do you remember that old tile mapped small game i was doing some time ago ?
Yes, that's certainly a few years ago. So you're going to do a turn based RPG?
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Old 03 April 2014, 12:56   #36
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I always wanted this on the Amiga
Thanks for all your hard work making this possible
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Old 04 April 2014, 18:08   #37
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Didn't think we'd ever see this on Amiga despite the various pleading from time to time. When I finally got an Amiga coming from the ST, I was horrified to find out this wasn't released on it. Especially strange because most games at that point were ports

Anyway very grateful for all this work done top man

Last edited by Adropac2; 04 April 2014 at 18:16.
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Old 06 April 2014, 17:45   #38
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Great game, really pleased to see this on the Amiga. Please will somebody put this back into the zone, as I seemed to have missed it. Thank You. It isn't on the FTP.

EDIT: I checked the FTP but not here, my mistake. Thanks for the 3rd release.
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Old 07 April 2014, 09:03   #39
meynaf
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Yes, that's certainly a few years ago. So you're going to do a turn based RPG?
Not just rpg but a mix strategy+rpg. But here is not the right place to speak about it.
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Old 08 April 2014, 21:45   #40
Adropac2
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Just got round to playing this latest version and I still can't believe it's on Amiga. Huge thanks

The difficulty issues I expect some may be experiencing is likely because there are some mechanics they're unaware
1 you can charge your shields
2 you can charge your shields super quick(CONSUMES LOADS OF FUEL to do this) if already shielded-hold space when shielded-incredibly useful when bombarded with enemy
3 you can detonate the bomb if you hold the button then release to detonate
4 and the whole thing is so much easier when using keys- joystick is plain awkward in comparison way more difficult in truth even if you prefer it

Superb game, thanks once again for this port

Last edited by Adropac2; 08 April 2014 at 23:57.
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