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#1 |
Registered User
Join Date: Jan 2017
Location: Stuttgart / Germany
Age: 56
Posts: 44
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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. |
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#2 |
Registered User
Join Date: Aug 2008
Location: :England:
Posts: 264
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I have great memories of this game too. Very much appreciate the maps!
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#3 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,469
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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. |
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#4 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,897
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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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#5 |
Registered User
Join Date: Jan 2017
Location: Stuttgart / Germany
Age: 56
Posts: 44
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Amiga Scramble 1:1
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#6 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,469
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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 ![]() 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. |
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#7 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,469
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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. |
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#8 |
Zone Friend
Join Date: Jan 2006
Location: Kent
Age: 51
Posts: 1,093
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cool, wicked game this
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#9 |
Registered User
Join Date: Oct 2016
Location: Newcastle, UK
Posts: 279
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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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#10 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,469
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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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#11 |
Registered User
Join Date: Oct 2016
Location: Newcastle, UK
Posts: 279
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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! |
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#12 |
Registered User
Join Date: Jan 2017
Location: Stuttgart / Germany
Age: 56
Posts: 44
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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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