05 October 2011, 21:27 | #61 | |
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The viewer use the Atari gfx (from a ST dump) or the Amiga gfx (from an ADF dump), I do no conversion between both systems. By the way, the Amiga and PC version of gods don't use more than 16 colors for the sprites because they come from the Atari version (gfx ported by the Bitmap Brother team). Only the raster effect is enhanced: Atari ST < Amiga (= STe). Some sprites have been added for the Amiga and PC, giving more variety to the maps (see the ladders and friezes). Did you mean something else? |
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05 October 2011, 21:50 | #62 | |
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Thank you explain on how you have done it |
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23 August 2013, 17:03 | #63 |
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Nice work!
One thing I'm wondering: how do they handle the "lifetime" of sprites ? I mean: what happens when an object goes out of the (visible) screen ? Is it removed from memory ? What happens if the player goes back to this area: is the sprite simply activated again ? Was it actually still "running" but simply not displayed ? They sure can't let all objects found inside the map alive... |
23 August 2013, 22:36 | #64 | |
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24 August 2013, 13:17 | #65 |
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24 August 2013, 13:33 | #66 |
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a method for selecting which sprites to process is horizontal banding.
All sprites are sorted in Y order (top left of map = 0,0) current_mapY = current location in map screen_height = number of vertical map pixels displayed on screen only process sprites that are within this range: (current_mapY-screen_height) to (current_mapY+screen_height*2) this limits the number of sprites to process and gives the illusion of a living map |
24 August 2013, 20:09 | #67 |
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@jimmy2x2x: thanks! That's an interesting trick! Does it mean sprite list needs to be reordered (in case sprites' y position gets updated) ?
Maybe a reorder method could be called from time to time ? I guess y's sprite don't change that much. |
25 August 2013, 15:11 | #68 |
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depends on how fast the game moves and how adventurous the enemies are, there are lots of different methods, this is just one example.
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26 August 2013, 13:28 | #69 | |
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If it's the type of game where only the odd object will move around, you usually only have to swap a couple of objects and a bubblesort is pretty efficient in this case! |
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29 December 2019, 04:00 | #70 |
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Sorry for resurrecting an old thread, but I'm reading UNIVERSE at the moment and it's sparked an interest in the Bitmap's games (specifically the Eric Matthews ones). Kroah's work is utterly timeless so I hope it doesn't matter. Thanks for doing such an incredible job in allowing us to interpret Gods.
JOTD, did you ever integrate this information into your Gods remake? I recently played (and finally finished without any cheats) Gods Remastered. The remastered artwork made me want to puke, and the lack of "Into the Wonderful" was sacrilegious, but playing in original graphics mode is still amazing. (I currently have the best speedrun time on the PS4 network There's a message part way through the game about a "huge speed bonus", but I don't know if I ever triggered the actual bonus. You can see the message here: [ Show youtube player ] Does anyone know where it is? |
29 December 2019, 10:30 | #71 | |||
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But I also got the disassembly (IDA) by Kroah which allowed me to tune the weapon power/upgrades and enemies hits depending on the difficulty level (which changes at start of level 4 BTW...). There are also other special rules, like: player hasn't taken weapons that are powerful enough, so the game awards some extra hits to compensate. That info isn't in the editor, it's in the code Quote:
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29 December 2019, 17:50 | #72 |
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Wow, that’s an amazing feat. It really bothers me so much that none of the remasters have been able to capture the magic of the originals. Part of me wants to try and Crowdsource a new remaster for many of them. Bring the original artists back. Just get everything the same but better.
I know that the people who worked on the remastered had access to the original source code, which just feels like cheating Do you think you managed to uncover every single rule in the game? The video was supposed to link to the exact spot. It’s 25:30. Level 2 World 2 I think. See if it rings a bell. How do you know if you got the huge bonus? Do you have to avoid getting the Crystal to help you defeat the dragon? |
29 December 2019, 19:03 | #73 | |
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Yeah, I know that one.
from the walkthrough (that I may have mixed from various sources) Quote:
No need for the source code for the puzzles. Just get the level viewer that Kroah created: http://bringerp.free.fr/RE/Gods/utility.php5 Last edited by jotd; 29 December 2019 at 20:32. |
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29 December 2019, 20:01 | #74 |
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Ah! It's getting to the ladder by the cross within 300 seconds. Amazing. Thank you!
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29 December 2019, 20:26 | #75 |
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They could never recreate the atmosphere but most of the Bitmap Brothers games had a sequel but not God's?
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29 December 2019, 21:25 | #76 |
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29 December 2019, 21:59 | #77 |
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I wish Gods had a sequel. Cadaver had a level pack (The Payoff). Same mechanics, but as much a sequel than Super Mario Bros 2 Japan is to Super Mario Bros.
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30 December 2019, 00:41 | #78 | |
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Quote:
People can access the link with the time stamp by quoting your post and manually copy/pasting it. Next time, you'd better post the time as well as the video link to be sure. |
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30 December 2019, 11:53 | #79 |
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The Chaos Engine never got a sequel either. Shame that.
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30 December 2019, 12:31 | #80 |
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