30 September 2017, 07:38 | #41 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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30 September 2017, 12:50 | #42 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,797
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As a "purely-ASM"-Guy, I am always wondering where these engines leave all these cycles.
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30 September 2017, 14:02 | #43 |
Registered User
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Location: AmigaLand
Posts: 459
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30 September 2017, 17:08 | #44 |
68k RULEZ
Join Date: Jul 2010
Location: Germany
Posts: 199
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AMCAF overwrites nothing, copy lib in the amos pro system folder and than install it by hand at the right bank, Yeahh you speaking of Future AMOS Pro Updates, thats Intresting i looking over the years in the AmosFactory and nothing is going on, last time i look 3 month ago, i dont think thats will come a future update.
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30 September 2017, 17:50 | #45 | |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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Quote:
Sent from my Prism II using Tapatalk |
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30 September 2017, 19:09 | #46 |
68k RULEZ
Join Date: Jul 2010
Location: Germany
Posts: 199
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I have read it hr was in Hospital on the Factory after i wrote the letters.
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30 September 2017, 19:59 | #47 |
It's all in the reflexes!
Join Date: Nov 2009
Location: Wingkong warehouses
Posts: 206
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30 September 2017, 21:03 | #48 | |
Only Amiga !!
Join Date: Apr 2017
Location: United Kingdom
Posts: 588
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Quote:
Just one thing though please do not lose the Retro feel to the game, improve game play, graphics and even sound but keep the originality. What I am trying to state is, don't do to this, what Hollywood usually does to old movie reboots. |
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30 September 2017, 23:48 | #49 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 421
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Quote:
I'm an old school guy so I doubt I could do modern anyway. I just wanted to add a couple of new moves that were influenced by the NES games and that was it. The arcade game played fine as it was. A real dirty brawler! |
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01 October 2017, 18:03 | #50 |
MI clan prevails
Join Date: Jul 2010
Location: Belgrade, Serbia
Posts: 1,443
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01 October 2017, 20:44 | #51 |
Only Amiga !!
Join Date: Apr 2017
Location: United Kingdom
Posts: 588
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04 October 2017, 10:08 | #52 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 421
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Bimmy Lee does sound somewhat like an old women's name. I doubt furious tea drinking would make much of a game though.
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10 October 2017, 14:10 | #53 |
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Location: Middlesex, England
Posts: 141
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Are we going to go the better than arcade better than console approch by 16-Bitting and tarting up some 8-Bit home version exclusive levels making it a bigger game using the 16-Bit arcade graphics and completely redrawn remakes of the console stages placing them in an area which works well or using the old Level 1-1 system to link em that way?
https://en.wikipedia.org/wiki/Double_Dragon_(video_game) As much as I'd love to have a full game with every game DD1 veriation of the game levels ever in it placed in areas that would blend with other areas well I understand us keeping with arcade or console only and minimising the gameplay to the levels of the arcade original only as it's easier than recreating completely the 8-Bit bonus console exclusive levels as well even though the full game with all the extras might be what we would love to play better than the consoles and arcade on an AMIGA all guns blazing version. Recreating tiles from 8-16-Bit pixel quality to pull it off might be a huge task though as it's gotta match arcade style graphics to merge with the rest so it's imagination based thinking what those small 8-Bit tiles would look like in huge 16-Bit arcade tiles style. Level 2-2 as I would call it can even be redone with Level 2-1 arcade tile graphics. [ Show youtube player ] Theres even a level 2-3 thats possible. [ Show youtube player ] 2-4 the final stage for level 2 Factory would have to have colouring as well as slight remaking done to it's graphics for that to work as a stage but it looks more arcade level in the sizes already though. [ Show youtube player ] Darn it I shouldn't be talking about it as it's making me want a longer sub level splits style full game version like that with arcade level graphics even on the formally console excluve splits of the levels even more now especially since the tiles come to think about it for them are in the arcade stage so it's only a tile placements thing of the Level 2 tiles to make the other splits be able to happen for a full factory stage. Last edited by TEOL; 10 October 2017 at 14:41. |
09 June 2018, 23:17 | #54 |
Registered User
Join Date: Feb 2008
Location: Italy
Posts: 98
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The end?
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13 June 2018, 03:27 | #55 |
Knight Of The Kingdom
Join Date: Feb 2016
Location: It's a bald world!
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28 June 2018, 14:59 | #56 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 421
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Not quite. I was just hitting the same brick walls over and over again with the palette and the scrolling and it was getting frustrating.
Programming the moves and gameplay in is easy, but although I know the THEORY behind the stuff mentioned above, I just can't seem to wrap my head around how to practically do them. |
28 June 2018, 19:01 | #57 |
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Age: 53
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What problems are you having with the scrolling ?
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02 July 2018, 13:42 | #58 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 421
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In a nutshell, I don't know how to do it haha!!
As I say, I get the theory behind using tiles and maps etc. but doing it in cold hard code....well I don't have a clue. I'm sure it's one of those things where when it clicks it'll become easy, but as of yet I just can't seem to wrap my head around it. I have all the backgrounds and tiles, and I even have a program that saves a map file in ASM from a whole image. Just no idea what to do with it in Amos. That leads to the other issue of setting up palettes for each level too, because every stage uses different colours which aren't in the other backgrounds, but the bob colours have to stay the same. Again, something which is easily understandable in theory, but actually doing it and coding it is a pain. Last edited by Brick Nash; 02 July 2018 at 17:32. |
02 July 2018, 18:01 | #59 |
Total Chaos forever!
Join Date: Aug 2007
Location: Waterville, MN, USA
Age: 49
Posts: 2,200
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The basic idea of scrolling tile map scrolling on Amiga is to draw ahead of you x tiles for every pixel scrolled and also draw behind you the same number of tiles so by the time you get to the end of your screen buffer you have an exact duplicate at the opposite side of the screen buffer.
It might be easier to make a 32x32 tile screen buffer for your map so you can blit exactly 2 tiles ahead and 2 tiles behind outside the visible display for each low resolution pixel scrolled and still have some vertical panning without having to blit additional tiles. This will allow screen shakes and taller-than-screen-size regions without having to worry about updating tiles both vertically and horizontally. Scrolling unlimited in the X dimension is complex enough. Likewise scrolling in the Y dimension becomes just as easy. |
02 July 2018, 20:27 | #60 | |
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Join Date: Oct 2017
Location: Sunderland, England
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Quote:
A good example of how to do it properly is with Apidya. Boot the game up with the AR3 cart, Start the game, go into the AR3 by pressing page up (WinUAE), type P2 <enter>, then HELP (Page down in WinUAE) and look at the the number on the Bitplane pointers... if you repeat it you'll notice the pointers are going up by two bytes at a time as the game scrolls 16 pixels to the right. I'll try and explain how it is done. Consider if the start of your screen address is $60000, and you have 4 bitplanes and the bitplanes are interleaved (next to each other). As you increase the horizontal scroll register you blit your next tile to the right that is just off screen. If for example you have a value of 4 in the horizontal scroll register then you blit 1 tile at position 4 on the Y Axis to the right just off screen, by the time the scroll register has reached 15 you have blit all 16 tiles to the right of the display window, you simply then add two bytes to each of the bitplane addresses ($60002,$60004 etc) and reset the h scroll register back to 0 and repeat. For moving left you simply do it the opposite way and do the reverse to the left. All you have to do is create a buffer at the end of screen memory to allow for the display window to scroll into. Geezer Last edited by mcgeezer; 02 July 2018 at 20:37. |
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