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Old 26 November 2018, 05:30   #341
saimon69
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22x22, and that is thanks to 8x8 tiled graphics set - probably was 24x24 with a pixel margin :/
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Old 26 November 2018, 09:17   #342
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Quote:
Originally Posted by dlfrsilver View Post
Can you show me the exact sprite it is ?
Here you go (in Purple)

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Old 02 December 2018, 22:21   #343
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I haven't had a lot of time this weekend (kids parties, family and that kind of imporant stuff) but and won't over the coming couple of weeks (as I'm off on holiday), hence I've worked more on some of the eye candy stuff.

I just want to say yet again, a massive thank you to @ross - he is an extremely helpful guy and without him I would have found this particular part very difficult to achieve.

Thanks mate... I owe you more beer.

[ Show youtube player ]
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Old 02 December 2018, 22:35   #344
ross
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Quote:
Originally Posted by mcgeezer View Post
I just want to say yet again, a massive thank you to @ross - he is an extremely helpful guy and without him I would have found this particular part very difficult to achieve.

Thanks mate... I owe you more beer.
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Old 02 December 2018, 22:56   #345
dlfrsilver
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beauty !!!!
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Old 02 December 2018, 22:58   #346
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Quote:
Originally Posted by mcgeezer View Post
Here you go (in Purple)


Ok i see what it is now. This special is ripped For what i remember, the "Aura" you can see around the disk armour is in fact using sprite priority, the arcade game print the disk armor over the "aura" sprite.
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Old 02 December 2018, 23:00   #347
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excellent palette animation. that's exactly how the coin-op is
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Old 03 December 2018, 15:39   #348
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i'm dreaming of a boxed version

i love this game.. i own the original PCB and is still one of my prefered game of all time.. juste after Bubble Bobble
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Old 03 December 2018, 23:03   #349
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Originally Posted by Foul View Post
i'm dreaming of a boxed version
Sorry but won't happen I'm afraid.

A quick update again... as I i'm just getting some of the title bits out of the way.

[ Show youtube player ]

I honestly spent an hour and a half tonight wondering why I was getting an extra bit plane in the animated water - Personal Paint was saving an extra "Mask" plane, took me ages to figure out WTF was going on.
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Old 04 December 2018, 16:28   #350
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Quote:
Originally Posted by mcgeezer View Post
Sorry but won't happen I'm afraid.

A quick update again... as I i'm just getting some of the title bits out of the way.

[ Show youtube player ]

I honestly spent an hour and a half tonight wondering why I was getting an extra bit plane in the animated water - Personal Paint was saving an extra "Mask" plane, took me ages to figure out WTF was going on.
How did you figure that out and do you do anything different in PPaint?

RC
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Old 04 December 2018, 17:33   #351
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How did you figure that out and do you do anything different in PPaint?

RC
Yeah I had to lookup and double check the IFF format.

https://en.wikipedia.org/wiki/ILBM

The mask in the bitmap header was set to 1.

The size of the image was 64x32x5 bitplanes meaning the raw size was 1280 ($500) bytes or $100 bytes per bitplane, what I was actually seeing was 1536 ($600).

I can't remember exactly where the option to turn off transparency is in PPaint but pretty sure it was Transparency = off.

It had me scratching my head.
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Old 11 December 2018, 00:11   #352
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Well.... a bit of nice eye candy on the intro scene.

I have to extract the font but other that it's pretty close.

[ Show youtube player ]

PS. This weekend I was in Euro Disney Paris and I had the opportunity to catch up with @dflrsilver and his lovely wife, we had a beer and a nice chat about Amiga related stuff.

It was a pleasure to meet you buddy, it really was nice chatting to you...just a shame I only had an hour or so.
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Old 11 December 2018, 20:51   #353
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Really wonderful to see how you progress very well.
I hope that when enemies will be added that the game will not slow down and that it'll keep is actual smooth scrolling
Congrats !
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Old 11 December 2018, 22:50   #354
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In this update I've spent a little time tonight tidying up the title screen and introduction scene... they are close enough to the arcade now.

Youtube...
[ Show youtube player ]


And what I see...
http://109.228.4.199/intro6.mp4

@Frog - Before I embarked on the code I did a lot of tests, hopefully about 16-18 enemies on screen at once is achievable (at a push).

Geezer
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Old 11 December 2018, 23:38   #355
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Quote:
Originally Posted by mcgeezer View Post
In this update I've spent a little time tonight tidying up the title screen and introduction scene... they are close enough to the arcade now.

Youtube...
[ Show youtube player ]


And what I see...
http://109.228.4.199/intro6.mp4
Looking very good Graeme

I see that you've implemented the weapon upgrades
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Old 12 December 2018, 22:56   #356
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It looks great! Bloody well done!!!
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Old 13 December 2018, 01:40   #357
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Quote:
Originally Posted by mcgeezer View Post
Well.... a bit of nice eye candy on the intro scene.

I have to extract the font but other that it's pretty close.

[ Show youtube player ]

PS. This weekend I was in Euro Disney Paris and I had the opportunity to catch up with @dflrsilver and his lovely wife, we had a beer and a nice chat about Amiga related stuff.

It was a pleasure to meet you buddy, it really was nice chatting to you...just a shame I only had an hour or so.
yeah We had a good beer and a nice chat it was fun to chat up with you !

Good time !
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Old 14 December 2018, 20:28   #358
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Quote:
Originally Posted by vulture View Post
I believe sandruzzo's effort was very good even if not arcade perfect. I suppose if the height was lessened more bobs could be introduced. But I'm happy mcgeezer does his AGA port which looks superb!
20 32x32 sprites excluding Disk Armor and collision, 50hz, full scrolling.

I doubt a stock OCS could do this.

[ Show youtube player ]
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Old 15 December 2018, 06:39   #359
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Quote:
Originally Posted by mcgeezer View Post
20 32x32 sprites excluding Disk Armor and collision, 50hz, full scrolling.

I doubt a stock OCS could do this.

[ Show youtube player ]
How much colors?
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Old 15 December 2018, 08:03   #360
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40 colours
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