29 April 2021, 17:27 | #61 | |
Inviyya Dude!
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Quote:
Also, I didn't especially talk about conversions to AGA. What I mean is, I don't see many games that were or are using the palette in a way that shows the finer gradients that can be achieved with the extra bits used in the AGA colour spectrum. This conversion does it, though. And it looks gorgeous. |
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29 April 2021, 18:03 | #62 |
cheeky scoundrel
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If only the player sprite's head didn't look like a toaster, it would have been a fine conversion (the original DOS version I mean)
The movement animation bothers me a little, there is a noticeable hiccup in the frames like they're not correctly aligned - it makes it look like the dude is walking with a limp. I wonder if something can be done to smooth that out. |
30 April 2021, 00:10 | #63 | |
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Once they go a certain distance off screen, they are deleted. This appears to be what happens in the original game, apart from for Diamonds and Extra Lives, which re-spawn at their original positions (I've yet to implement that though). |
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30 April 2021, 12:30 | #64 |
Dream Merchant
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01 May 2021, 12:45 | #65 |
With MMU and FPU!
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Wow, this is totally fantastic! Back in the 90s I didn't really like the DOS version but today it looks really fresh! I hope you'll finish this project. This is what Factor 5 should have done for their Turrican Anthology instead of just bundling the old games.
Wildest dream: Create a CD32 version and use the tracks from the Turrican Soundtrack Anthology instead of the TFMX modules. That would be INSANE!!! |
01 May 2021, 17:00 | #66 | |
Ex nihilo nihil
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Anyway, @Muzza : thanks for you work . Looks really good so far ! |
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01 May 2021, 19:04 | #67 |
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It would be cool to have Turrican on cd32 with audio tracks, just look at AmigaRemix site, how many remixes are based on Turrican, and many of them are great
As for pc player sprite - I do not mind it, for me best one was from Turrican 3. |
01 May 2021, 22:44 | #68 |
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I don't think we can steal Chris Hulbeck remix CDs to create a CD32 version. But that would be a cool project that I could undertake for the standard version.
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02 May 2021, 14:31 | #69 | |
With MMU and FPU!
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The Turrican Soundtrack Anthology just screams for inclusion in a CD32 version of Turrican! But it's probably tough to do it for the original games because you can't play CD audio while loading data etc. So the whole game would have to be prebuffered in RAM or something but then it probably won't run on standard CD32s due to lack of memory. |
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02 May 2021, 15:44 | #70 |
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040 from workbench works without music
Boot from disk = fine But why not Multi-button ? |
02 May 2021, 15:52 | #71 |
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mem issue probably
will whdload it |
03 May 2021, 21:32 | #72 |
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No joy with my 68060; stuck on grey screen. It works great on a 030 though! It needs to have CD32 joypad support IMHO with blue mapped to jump, yellow for energy bar attack and green for roll attack transformation. Great work though ;-)
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04 May 2021, 00:40 | #73 |
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04 May 2021, 02:59 | #74 |
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@Muzza
Don't know how tough it would be as I've never learned asm decently (only some C..) but couldn't you replace those background colors with copper lists ? I'm saying this because you seem to be using the whole unmodified data from the msdos version. With a copper list the background color changes could be even better/smoother while at the same time saving some a bitplane or two. That's assuming the background on the msdos version is using the 256 color palete, which I have no idea but I think it is isn't it ? Just an idea... |
04 May 2021, 03:13 | #75 | |
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The sky is a copper gradient. If you look carefully it moves independently from the foreground tiles like parallax. The foreground tiles use about 90 colours. When you add the enemy sprites, it gets up to just under 128 colours, but I think the bosses push it over 128 colours. I'm not including the colours for the player or the 'power line' effect as these use Hardware sprites. I could probably trim it to 7 bitplanes (+an extra 32 colours for HW Sprites) without losing anything noticeable - at least on the first level. |
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04 May 2021, 05:04 | #76 |
Phone Homer
Join Date: Jun 2006
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Exl did an excellent T2 level viewer
https://eab.abime.net/showthread.php?t=51266 |
05 May 2021, 13:36 | #77 |
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060 issues
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06 May 2021, 00:52 | #78 | |
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Thanks. Do you get problems with many other games on this system, or just this one? I set up a WinUAE config to 060, with a Cyberstorm Mk1 expansion ROM. The game ran on it, although the music occasionally sounded off for some reason. If anyone knows of any common gotchas with 060s, or expansions like this one for system takeover games, I'd appreciate any ideas. |
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06 May 2021, 08:41 | #79 |
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Muzza this is a lot cause. Even TinyAbyss games (which have a very good startup/end wrapper) end up crashing on some configurations
There are so many differences that can exist (DTack, MMU zero page move, caches, graphical boards, network cards...) Don't change anything, leave whdload do the work (once I adapted your first version, that is). I never play non-whdload games anyway |
06 May 2021, 08:54 | #80 | |
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I also noticed on the 'Amiga Bill' show my bob zoomer for "Wrong Way Driver" didn't work as intended on his machien. Cache issues? Can i disable caches easily on startup? |
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