English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 01 January 2018, 22:06   #2141
Asman
68k
 
Asman's Avatar
 
Join Date: Sep 2005
Location: Somewhere
Posts: 829
@sandruzzo
Please post last version with source code. Thank you.
Asman is offline  
Old 02 January 2018, 07:49   #2142
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Game is code in asm, but latest version in not shared. It's not only about funds, but it's worth finish it? This project was made to see if AmigaOCS/ECS could do it, rather doing the whole game
sandruzzo is offline  
Old 02 January 2018, 09:08   #2143
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Rygar's source code wasn't meant to be done to be a whole game, so it must be rewritten.

In order to try to have 64 colors at full speed we should:

- rewrite code
- have sprites with only 16 colors for each enemy, but using the whole 64 colors
- turn off some planes at top and bottom portion of the screen
- try to turn on off some planes at the right and left portion of the screen
- try to use a few fast mem for game, like 64k
- ..and do more

https://developer.nvidia.com/sites/d...l_handouts.pdf

Last edited by sandruzzo; 02 January 2018 at 09:23.
sandruzzo is offline  
Old 02 January 2018, 10:53   #2144
kamelito
Zone Friend
 
kamelito's Avatar
 
Join Date: May 2006
Location: France
Posts: 1,846
That is understood but can you please share the latest version of the source code and datas?
kamelito is offline  
Old 02 January 2018, 11:24   #2145
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Quote:
Originally Posted by kamelito View Post
That is understood but can you please share the latest version of the source code and datas?
I would like to understand what to do , and what is the interesting on this projects, first
sandruzzo is offline  
Old 02 January 2018, 11:55   #2146
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Did a test. With a Parallax made by 80 px in height we could archive more or less 50 hz. Now is 112 px, and it bite too much dma cycles
sandruzzo is offline  
Old 02 January 2018, 17:24   #2147
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Update a new version with 80px parallx. Rygar2.adf
sandruzzo is offline  
Old 02 January 2018, 17:39   #2148
kamelito
Zone Friend
 
kamelito's Avatar
 
Join Date: May 2006
Location: France
Posts: 1,846
Mcgeezer want to take over, see his post.
kamelito is offline  
Old 02 January 2018, 18:02   #2149
DamienD
Banned
 
DamienD's Avatar
 
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
...as does Asman (who is a very accomplished coder)
DamienD is offline  
Old 02 January 2018, 19:09   #2150
Galahad/FLT
Going nowhere
 
Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,017
Let the guys see your code and let them decide if a recode is necessary or whether optimising your code is easier.
Galahad/FLT is offline  
Old 03 January 2018, 00:56   #2151
mcgeezer
Registered User
 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
Rewrite fine by me as author has requested.
I’ll have to study the arcade game more and see if a game port would do it justice.

This kind of reminds me of the whole shadow of the beast debarcle.
mcgeezer is offline  
Old 03 January 2018, 08:22   #2152
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,512
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by mcgeezer View Post
Rewrite fine by me as author has requested.
I’ll have to study the arcade game more and see if a game port would do it justice.

This kind of reminds me of the whole shadow of the beast debarcle.
the arcade game is coded in Z80. you will have all the tiles with the right palettes to work with
dlfrsilver is offline  
Old 03 January 2018, 09:23   #2153
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
We are going forward little bit with this project. Now with 80px parallax we can allmost hit 50hz. And since we have a lot of spare screen space, now we can made dragons by sprites, and I think have 50 hz more stable!

So far I don't think will be any good to rewrite all code, and do 2 time the same things. I would like to finish level one, and see what we can do for the rest of the game.

I've uploaded a new version, I know that parallaxs' colors aren't good, we're working on it.

Be patient my friends!
sandruzzo is offline  
Old 03 January 2018, 15:33   #2154
buzzybee
Registered User
 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
There are games where 50 frames / s feel very important to me. Not sure if Rygar is one of these though, with it´s rather slow pace. I even doubt that most people would notice the difference to 25 frames / s in this case; but targeting 25f would enable a lot of possibilties regarding gameplay, sound, graphics and time / schedule. Also, the more advanced your gameplay and object management framework is developed and works, the more your framerate will get hit and you will be forced to optimize anyway. Just my 2 cents.

Looking forward to see you working on this game and can´t wait to see progress!
buzzybee is offline  
Old 03 January 2018, 23:27   #2155
invent
pixels
 
invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
I have sent Sandruzzo more test graphics. I want to openly say that at this stage I have no capacity to further work on this game in regards to any graphics (Reshoot R, Iridium and ProXima 3) are the priorities this year.

If anyone else can take over doing test graphics for Sandruzzo that would be super.
invent is offline  
Old 04 January 2018, 08:22   #2156
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
I'm played the whole game into mame, quiet boring as games! Is There a more interesting project?
sandruzzo is offline  
Old 04 January 2018, 14:20   #2157
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
If some can build all the levels, with Tiled, i'll make rygar walk all ok them!
sandruzzo is offline  
Old 04 January 2018, 15:23   #2158
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,512
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by sandruzzo View Post
If some can build all the levels, with Tiled, i'll make rygar walk all ok them!
I can if Invent has all the tiles with the amiga palette.
dlfrsilver is offline  
Old 04 January 2018, 17:23   #2159
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Quote:
Originally Posted by dlfrsilver View Post
I can if Invent has all the tiles with the amiga palette.
Good! So i'll tell you what kind of layers to add in order to add fixed enemies and obstacles, halls and on..
sandruzzo is offline  
Old 04 January 2018, 23:19   #2160
invent
pixels
 
invent's Avatar
 
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
I have built all the levels in tiled, many moons ago (manually placing each 16x16 tile) and all that's needed is to switch the png file to the amiga iff. Sandruzzo will resend them soon.
invent is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
rygar? Prosonic support.Games 7 09 June 2013 14:18
two more that borrow heavily from Rygar & Black Tiger NfernalNfluence Nostalgia & memories 5 30 September 2012 18:57
SCIENCE 451-RYGAR: same disks mrodfr project.TOSEC (amiga only) 0 26 December 2006 15:38
Wordworth conversion vertigo support.Apps 5 09 December 2003 14:46

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 09:22.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.89557 seconds with 14 queries