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Old 16 December 2018, 21:39   #381
DamienD
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Don't worry; I've done it myself now... hope I haven't messed things up
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Old 17 December 2018, 00:03   #382
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Don't worry; I've done it myself now... hope I haven't messed things up
Cheers buddy... sorry I have been xmas wrapping with the wife!
All looks ok and thanks for shifting them.
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Old 17 December 2018, 23:09   #383
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Another quick update tonight which is really nice as I finished the panels complete with timer and round guide, also added some nice eye candy copper to spruce up the bland background. I'm really pleased though with what happens when the timer reaches 0:00, it's really starting to feel like Rygar now.

Crappy Youtube Version

[ Show youtube player ]

Lovely test version that I get direct from WinUAE

http://109.228.4.199/bgfade2.mp4

I really really really must now work more on the memory management and loader otherwise I can't test on real hardware (which is an actual requirement for the compo)

mcgeezer
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Old 18 December 2018, 02:05   #384
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Wow, very slick!!!
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Old 18 December 2018, 02:49   #385
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Starting to look really good!
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Old 18 December 2018, 11:08   #386
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Oh man, that's dope!
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Old 18 December 2018, 13:39   #387
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Absolutely impressive !!! it looks like a copy of the arcade

Fantastic work
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Old 18 December 2018, 13:50   #388
invent
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Yep no doubt it’s slick, the copper effects really make it stand out. I still would remove one or two enemies if you had to in the game. By the way, will reply to your help/message/pm... sleep now and crappy home computer is dieing so will check out some solution on work PC.
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Old 18 December 2018, 13:59   #389
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Thanks for the nice feedback guys... it's what makes it all worth while.
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Old 18 December 2018, 14:54   #390
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It's really starting to look like the arcade... like others, I'm impressed with your commitment + progress! Keep it going and the other compo entries will need to console themselves with 2nd at best
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Old 19 December 2018, 11:47   #391
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Really impressive! I've been following the development on Youtube.
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Old 20 December 2018, 19:22   #392
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Well... I worked on the loader a little and tidied up a lot of initialization code.

With that comes the ability to run on a real stock Amiga A1200.

You'll notice in my video I had to disable the hard drives to release memory.

Really good to know it runs on a real Amiga!!!!

If allowed I'm happy to release the ADF if people want to try it out... (it depends if that would break compo rules though - if the mods could clarify it would be good).

Geezer

[ Show youtube player ]
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Old 20 December 2018, 19:33   #393
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If allowed I'm happy to release the ADF if people want to try it out... (it depends if that would break compo rules though - if the mods could clarify it would be good).
I'm not a judge but I believe that's ok; can't see how this would break any rules of the competition.
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Old 20 December 2018, 19:58   #394
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Testing stuff on real hardware and seeing that it works is always nice..
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Old 20 December 2018, 20:26   #395
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Absolutely fantastic!
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Old 20 December 2018, 21:21   #396
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well no complaints then so here u r.

http://109.228.4.199/rygar_aga.adf

You'll need a stock A1200 config...Happy xmas and enjoy
Geezer

Edit - quick note, if you do run it you need to press the fire button when the files have unpacked in the shell window.

Last edited by mcgeezer; 20 December 2018 at 21:30.
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Old 20 December 2018, 21:32   #397
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Merry Christmas everybody.

Thank you!
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Old 20 December 2018, 21:42   #398
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It indeed looks like the arcade!
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Old 20 December 2018, 22:01   #399
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Always great to see things running on real hardware. You might be able to get the game to deal better with hard disks being present by running a script that de-allocated their buffers, these take up some space.

IIRC the addbuffers command can be used to remove buffers as well, but don't quote me on that.
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Old 20 December 2018, 22:11   #400
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Always great to see things running on real hardware. You might be able to get the game to deal better with hard disks being present by running a script that de-allocated their buffers, these take up some space.

IIRC the addbuffers command can be used to remove buffers as well, but don't quote me on that.
Thanks Roondar...

Running from harddrive is going to be a problem because I don't have enough RAM to hold all of the background levels and round maps.... so after each round I need to bring in those assets at the temple scene while the system is down.

I guess it means someone needs to write a slave or something.

Any ram ideas where I can get more during start up is most welcome.

I have about 200Kb of ram left and I need to get the music and sfx in.
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