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#61 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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Hope acidBottle will be able to overcome the snake problem and go on -_-
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#62 |
CaptainM68K-SPS France
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#63 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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Still not sorted out the snake animation, to be honest I have not tried too hard, just rough ideas that didn't quite work out.
The camera scroll did work out, works really well. Unfortunately, it seemed to break the panel elements, I suspect it is something to do with sharing a level based timer. Hope I can fix that to! I confess am sidetracked by a SEGA Megadrive port of Wonderboy, which is going quite well. I may even be able to port that back over to Amiga which could benefit from the many adjustments made, which really improve the experience. |
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#64 |
Registered User
Join Date: Apr 2021
Location: Kingston / UK
Posts: 105
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Is it not possible to reverse engineer the animation system from the original?
It's 68k, right? |
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#65 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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No, it's ported using Scorpion Engine which has it's own way of handling animation frames. It's actually really flexible but this particular boss does require some extensive and mind twisting scripting!
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#66 |
Registered User
Join Date: Apr 2021
Location: Kingston / UK
Posts: 105
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Ah okay. I figured you'd just be using asm which I guess can require more initial effort but any convoluted stuff is automatically handled if you just blindly copy the machine code. In my case, it would likely be a learning curve to learn a new engine in order to repro stuff which I can just see right there already in front of me but I get it, if you're already familiar with a framework then you can more easily get stuff up and running and most things can be reproduced by eye anyway.
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#67 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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Is a fixed pattern so i suggested to do objects that use that same pattern in sequence and a small delay to simulate the snake body
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#68 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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Well Saimon, there is ... some progress
![]() Colours are not correct of course! With my utmost thanks to earok for coming up with a nifty snake routine. [ Show youtube player ] |
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#69 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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My opinion: you need a little lower delay and higher distance between segments, probably some tweak in the pattern too, to in example do only 45 degree turns so to look more organic but you are there now! The snake is here!
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#70 |
Registered User
Join Date: Apr 2021
Location: Kingston / UK
Posts: 105
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Can you not just Ghidra the heck out of the program rom image?
I'm so tempted to do this for you but I can't lose focus on my own stuff or I'll never finish it. |
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#71 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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Considered this is made in Scorpion Engine i don't see a short term gain
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#72 |
Registered User
Join Date: Apr 2021
Location: Kingston / UK
Posts: 105
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#73 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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Looks more organic without parallax scroll (interferes with timings) and in proper colours. Not arcade perfect but a bit better than megadrive/genesis ver at least
![]() [ Show youtube player ] Tearing down the original source is a great way to imitate the effects needed, some of the tricks with scrolling have been implemented doing exactly that, or at least approximately doing what the original programmers would have done. To incorporate the routines does require quite advanced knowledge of code however, mine is quite limited, hence using Scorp Engine in the first place. |
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