04 January 2022, 13:38 | #1 |
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Scramble Game Maps from the Arcade
Scramble was released for the Amiga too. But the true arcade feelings of this 1981 classic was never beaten by any conversion.
So here are - after intense work - the level maps of scramble using 1 of the 8 possible palettes. I soon open a website about some arcade games I played when I was very young and still play them today with MAME. |
04 January 2022, 14:37 | #2 |
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I have great memories of this game too. Very much appreciate the maps!
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04 January 2022, 17:06 | #3 |
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superb! that would be excellent to complete the rips from here:
https://www.spriters-resource.com/ar.../sheet/115623/ I'm contemplating Scramble 1:1 remake on amiga BTW Last edited by jotd; 04 January 2022 at 17:12. |
04 January 2022, 17:31 | #4 |
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I used to play it a lot back in the day while my father was betting on horses, fond memories.
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04 January 2022, 23:49 | #5 |
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Amiga Scramble 1:1
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09 January 2022, 23:17 | #6 |
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I have downloaded a reverse-engineered game source code.
I can rip the sounds from MAME. Just shut down the ambient sounds with the debugger, I can rip the sounds without any background loop It works. Some sounds I already pushed in my git repository https://github.com/jotd666/scramble500/tree/main/assets Can you explain how you obtained the maps? I see a lot of data in this .asm file but not making a lot of sense to it. Looks that 6 bytes per 16 pixels width containing height, tiles and optional missile / fuel, encoded somehow (xx height xx height something object_type I guess). If you have some info, please share. My plan would be to remake this 1:1. I saw the amiga versions of Scramble that looked poor... Last edited by jotd; 17 January 2022 at 23:56. |
17 January 2022, 23:58 | #7 |
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ok, definitely doing this. First very early screenshot. Mountain is rebuilt from tiles, not from static image (that would be cheating otherwise)
Used hajodick images to compute 8x8 tiles placement and spriters resource for the ship and the rest. Now I have to implement the x scrolling. I have never done this. Should be a piece of cake. LOL. |
18 January 2022, 23:53 | #8 |
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cool, wicked game this
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19 January 2022, 11:01 | #9 |
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Cool project! I play this at my local arcade. So hard! Only got through the base once (it then starts again but your fuel drops quicker)
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19 January 2022, 11:30 | #10 |
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the part with the tunnels where you have to go up and down very quickly is the worst. The rest is fair and not too taxing with a bit of training.
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19 January 2022, 11:50 | #11 |
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Yer you have to be so precise there and move forward as far as possible then up/down with back diagonal held so you move vertically if you follow (probably not hah)
I play it on my Pi at home but bit of input lag there (my excuse), native arcade version on the Amiga will be excellent! |
03 December 2023, 19:24 | #12 |
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Maps for Super Cobra
I'm currently working on the Maps from Super Cobra.
Does anyone know if there is a source code - like with scramble - out on the web. The main map structure is decoded; the first level is rebuilt - only the objects are missing. There are some slight changes / improvements in the map printing, but the issues are nearly solved. This time I write a documentation parallel to my work. So this time a conversion may be possible using the original binaries. Last edited by hajodick; 03 December 2023 at 20:44. Reason: Map Level 1 (Preview) added... |
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