12 March 2010, 13:56 | #21 | |
move.l #$c0ff33,throat
Join Date: Dec 2005
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Quote:
I don't understand this then: |
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12 March 2010, 14:03 | #22 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
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That was stupid/silly bug on test source. I checked again source and again and make new source and found that I calculated wrong height of sprite .
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22 March 2010, 09:29 | #23 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
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Hello,
Short info: I fixed silly bug in firing sprite. Sprite data for firing were not aligned ( starts from odd address - but on WinUAE it works ). Now firing appear when player shooting. Regards |
22 March 2010, 09:37 | #24 |
gone
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Location: completely gone
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Great work Asman - keep it up!
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22 March 2010, 11:47 | #25 |
Zone Friend
Join Date: Jun 2006
Location: Gargore
Age: 44
Posts: 17,789
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I think full version of Psycheual was released on PSX as Psychon.
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22 March 2010, 11:51 | #26 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,024
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Asman thinks that too : http://eab.abime.net/showthread.php?p=648685#post648685
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22 March 2010, 12:06 | #27 |
WinUAE developer
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,574
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Hmm.. For some reason sprite DMA address bit 0 masking has disappeared in some WinUAE version. Perhaps some copy&paste mistake or something..
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23 March 2010, 08:47 | #28 |
68k
Join Date: Sep 2005
Location: Somewhere
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Thanks for info. My first thought when I launch Psycheual on WinUAE was: Probably I did something wrong in configuration of WinUAE. The second thought was: For sure I did something wrong.
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28 May 2010, 12:14 | #29 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
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Hello
I found some time and next beta/alpha version of the Psycheual is done. Of course there is many things still to do. I will continue work on this game. New version ( v0.1 ) in the zone. Short information. 1. fixed sprite blinking problem 2. added missing samples ( clack, shotgun, autoelecgun, machinegun ) and replaced other with better quality ( rifle, globe ). So executable grow up a bit . Samples extracted and converted to the 8svx ( 22050 hz ) from psx version. I extracted also gfx from psx version but its useless ( conversion to the 32 colours loose to many pixels ). Maybe in future when I will make AGA version then will be possible to switch between gfx ( sfx too ). Enjoy. Edit: Any comments are welcome. Regards |
28 May 2010, 12:39 | #30 |
Still an Amiga user
Join Date: Nov 2006
Location: Kent
Age: 55
Posts: 2,715
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Nice going Asman - thanks for the update and for the work you are doing - I will take a look at the latest version today...
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08 April 2017, 21:23 | #31 |
Zone Friend
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23 March 2024, 17:29 | #32 |
Registered User
Join Date: Mar 2018
Location: Austria
Posts: 617
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Just found this game by chance.
Actually I first found the sourcecode and then took a look if I can find the game somewhere. Stellar work Asman, thanks! Because of the exe's size, to put in on an adf I had to use shrinkler, or FFS instead of OFS. But it still fits Are there any updates? As far as I can tell the v0.1 already plays very good (just tried it in winuae). Last edited by Nightshft; 23 March 2024 at 22:20. |
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