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#2141 |
68k
Join Date: Sep 2005
Location: Somewhere
Posts: 829
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@sandruzzo
Please post last version with source code. Thank you. |
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#2142 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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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
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#2143 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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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. |
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#2144 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,846
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That is understood but can you please share the latest version of the source code and datas?
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#2145 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#2146 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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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
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#2147 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Update a new version with 80px parallx. Rygar2.adf
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#2148 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,846
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Mcgeezer want to take over, see his post.
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#2149 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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...as does Asman (who is a very accomplished coder)
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#2150 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,017
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Let the guys see your code and let them decide if a recode is necessary or whether optimising your code is easier.
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#2151 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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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. |
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#2152 | |
CaptainM68K-SPS France
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Quote:
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#2153 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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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! |
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#2154 |
Registered User
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 526
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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! |
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#2155 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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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. |
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#2156 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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I'm played the whole game into mame, quiet boring as games! Is There a more interesting project?
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#2157 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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If some can build all the levels, with Tiled, i'll make rygar walk all ok them!
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#2158 |
CaptainM68K-SPS France
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#2159 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#2160 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
Posts: 476
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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.
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