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Old 14 April 2015, 11:27   #221
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updated.
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Old 14 April 2015, 11:36   #222
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Here We are!

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Old 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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Old 14 April 2015, 11:43   #224
sandruzzo
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In my editor it says only one color there, color 0 (black).

I see. Now all is fine. Frames converted, now i write code to animate Rygar!
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Old 14 April 2015, 11:49   #225
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Thanks for keeping us up to date "nobody" / "sandruzzo"
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Old 16 April 2015, 09:26   #226
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Coding going well. Now rygar run on screen.
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Old 16 April 2015, 14:18   #227
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@Nobody

We need reverse rygars' frames
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Old 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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Old 16 April 2015, 22:38   #229
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well the shield will be a problem using flipping.
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Last edited by kamelito; 16 April 2015 at 22:58.
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Old 16 April 2015, 23:05   #230
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Ppaint? Dpaint?
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Old 17 April 2015, 06:46   #231
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I can't do all..
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Old 17 April 2015, 07:40   #232
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Why would you want them reversed?
The arcade game just mirrors them I think.
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Old 17 April 2015, 08:10   #233
sandruzzo
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Why would you want them reversed?
The arcade game just mirrors them I think.
Because with Amiga we can't mirror sprite.. If someone know how to do it..
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Old 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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Old 17 April 2015, 08:16   #235
sandruzzo
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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.
I think so. Sprite Hw don't have this feature..
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Old 17 April 2015, 08:52   #236
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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.
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Old 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
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Old 17 April 2015, 20:02   #238
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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.
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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Old 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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Old 18 April 2015, 02:20   #240
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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.
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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