21 April 2020, 20:40 | #41 |
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22 April 2020, 15:48 | #42 |
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There strangely is a Nes emulator for the ST don't know how fast it is.
I once contacted the Author of Stario and asked if it was coded in STOS iirc and I probably don't he said No all ASM and the maps ripped from Mario Land but don't quote me on that. |
22 April 2020, 16:00 | #43 | |
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They are no longer super active in lawsuits over all games that involve a character jumping on top of enemies to defeat them and smashing blocks to get items. If you don't use their code, their art, their character designs, etc. you will not get sued. That's why Giana Sisters is okay now. |
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31 August 2020, 22:40 | #44 |
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So, now that the COVID situation seems to have settled down, and things are not so desperate at work, thought i'd continue with this.
It is now in official beta for playtesting, so not long now. That is all. The only disappointing thing is the system requirements for this game are thus: 68020 and 2 meg of chip ram. That does NOT mean AGA only, if you have an OCS/ECS system with that spec or higher, it will work. Unfortunately due to the way the game is programmed to be fast and smooth on a base Atari ST, it takes up the entire 1 meg of chip ram on that machine. I'm left with no memory for samples and additional modules, so unfortunately, memory has had to be increased to 2 meg of chip ram, fast/slow is obviously utterly useless as both samples and module have to be played in chip ram. |
02 September 2020, 21:25 | #45 |
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Would love to try this game out! Looks great.
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02 September 2020, 21:37 | #46 |
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02 September 2020, 21:51 | #47 |
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02 September 2020, 22:22 | #48 | |
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But we're venturing into off-topic so let's keep on topic. Hooray for Super Stario Land! |
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03 September 2020, 01:46 | #49 |
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03 September 2020, 03:53 | #50 | |
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Anyone back on topic, the shitty Super Stario Land will be ready soon for those that give a shit! |
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03 September 2020, 04:09 | #51 |
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03 September 2020, 22:17 | #52 |
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04 September 2020, 00:12 | #53 | |
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I can only guess it's holding 16 copies of each tile and sprite in ram and redrawing the screen each time. I used to program an ST so I know a little bit about it, certainly I know they are shit at horizontal scrolling... I was just wondering if it's possible to patch the scroll and sprite engine to work on OCS Amigas in 0.5Mb Chip. Maybe give me some pointers on the ST side and I can take a look in STEEM? Geezer |
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04 September 2020, 15:35 | #54 |
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I'm also curious how it does it. Would the fastest way be literally just having the whole level made from massive bitmaps copied to the screen, kind of building the level from a limited set of possibilities? Is that why it takes up so much RAM?
I think SMB on the spectrum works like that, it is 50fps too. |
04 September 2020, 20:34 | #55 | |
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If you look at the levels, you will see that each level comprises sections, i.e. the level design repeats itself a few times every level. And it precalcs all these sections at the start of each level, which is why it takes up so much memory. If I had the source to the game, it would be entirely rewritten to enable it to scroll and plot like a typical Amiga platformer, but I don't and I'm not wading through reams of undocumented resourced code. I don't rate the game at all as I'm no Mario fan, it was simply conceived to see what it would take to get it running. This game will not be getting that level of attention from me, especially as the game is literally a rip off everywhere (titlescreen is stolen from pac land) and there is the obvious chance the Big N takes exception to it. So thanks, but help declined, its not worth the effort. |
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04 September 2020, 21:21 | #56 | |
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03 May 2021, 14:57 | #57 |
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@Galahad/FLT
Is this still in the works or have you abandoned it? Just cuirous. |
03 May 2021, 15:05 | #58 |
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03 May 2021, 15:43 | #59 |
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03 May 2021, 17:29 | #60 |
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Galahad: did you ever make a post or something about how your handle those conversions from a programmer's perspective? The various steps, the issues you encountered etc. It has always made me curious.
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