14 April 2015, 11:27 | #221 |
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updated.
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14 April 2015, 11:36 | #222 |
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Here We are!
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14 April 2015, 11:39 | #223 |
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In my editor it says only one color there, color 0 (black).
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14 April 2015, 11:43 | #224 |
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14 April 2015, 11:49 | #225 |
pixels
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Thanks for keeping us up to date "nobody" / "sandruzzo"
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16 April 2015, 09:26 | #226 |
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Coding going well. Now rygar run on screen.
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16 April 2015, 14:18 | #227 |
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@Nobody
We need reverse rygars' frames |
16 April 2015, 22:14 | #228 |
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sandruzzo, can't you just flip them in-game? Just use a look-up table.
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16 April 2015, 22:38 | #229 |
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well the shield will be a problem using flipping.
Kamelito Last edited by kamelito; 16 April 2015 at 22:58. |
16 April 2015, 23:05 | #230 |
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Ppaint? Dpaint?
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17 April 2015, 06:46 | #231 |
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I can't do all..
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17 April 2015, 07:40 | #232 |
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Why would you want them reversed?
The arcade game just mirrors them I think. |
17 April 2015, 08:10 | #233 |
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17 April 2015, 08:15 | #234 |
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It should be some code way to do it i can't imagine all amiga games to use double space for all sprites just for this.
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17 April 2015, 08:16 | #235 |
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17 April 2015, 08:52 | #236 |
2 contact me: email only!
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You will need to buffer all images, unless you're prepared to have slowdown when the character faces the "wrong" way and needs to be mirrored on the fly.
An easy way is to create an array of 256 bytes containing the mirror bytes, and after you've loaded the right facing images, read each byte, lookup the mirror byte and write them right to left into the space allocated for the left facing images. |
17 April 2015, 14:21 | #237 |
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Updated New rygars' source code. Still a lot of bug, but rygars' move, jump, and scrolling is on place.
https://drive.google.com/file/d/0B03...ew?usp=sharing |
17 April 2015, 20:02 | #238 |
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Conpromise would be to split the sprite in half and store the lower half mirrored. That way you have to mirror half of it every time you draw it but at least the time spent drawing the sprite is consistent every frame, no matter which way it faces.
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17 April 2015, 21:37 | #239 |
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Is somebody able to provide me samples of single note instruments used by the arcade FM chip? that damn chime is hard to find...
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18 April 2015, 02:20 | #240 |
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Some do, nothing special to take care of (well, memory). Flipping spritedata in memory or drawing data reverse is not that hard to code, anyway. A few sprite bytes residing in (fast) RAM will not harm anybody seriously, o fcourse.
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