04 March 2024, 20:24 | #81 |
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Sorry,excited to play
Last edited by Cimmerian; 04 March 2024 at 20:33. |
04 March 2024, 20:51 | #82 | ||
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There are 3 different scrollable backgrounds (so bye bye dual playfield, also really not enough colors...) with 2 or 3 planes each, which end up amounting to one whole screen blit with 3 planes. Game barely bears that, but as soon as other objects appear, game starts slowing down. I have used multiplexed sprites, but I can't use them for all objects (there are max 48 16x16 objects on screen which is a lot) I've tried removing the mountain backgrounds but then the game looks like ... Super Jeep. We don't need Super Jeep. Oric has it already. So about the compromises: - I'm deciding to make it run 25Hz (which is cool) with HW sprites updated at 50Hz if possible. We'll see how it goes. - I'm keeping the mountains - I'm displaying the ground/holes with only 1 bitplane - The moon base at start has to go too, it causes a lot of problems - We'll see about the title screen later. And then releasing an AGA version at 50 Hz with full features if possible (using 16/16 color dual playfield like Xevious, possibly extra copper effects, more/wider HW sprites, earth in the sky... we'll see what can be done). Last edited by jotd; 04 March 2024 at 21:01. |
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04 March 2024, 23:59 | #83 |
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here's a video of the latest build. Playable at least, cycle exact emulation.
[ Show youtube player ] |
05 March 2024, 07:24 | #84 |
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Looks very promising
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05 March 2024, 09:17 | #85 |
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the graphical rendering phase is almost as exhausting as Xevious.
I have tested the HW sprite rendering at 50Hz and it's great. A lot of games use that mixed refresh and in the end, the eye sees that there's something moving at 50Hz and is fooled that everything moves à 50Hz too No9 just started to send some tunes... Hoping for a playable demo/version soon. |
05 March 2024, 12:08 | #86 |
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In 1982 my uncle owned an arcade room. He would open the coin door of a cabinet of my choice, add as many credits as the machine could take and let me play for hours...
Now guess my choice 99% of the times Project looks great, can't see the time it's out! |
05 March 2024, 14:33 | #87 | |
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If I wanted to do the port of your version to Jaguar (crediting you obviously), do you also release the source assembler 68000 code ? I'm guessing you're not just writing hexa asm, right ? You do have the original machine code translated into the 68000 ASM, correct ? |
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05 March 2024, 14:35 | #88 |
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just have read this cut that i didn't know :
Moon Patrol was the first game to introduce full parallax scrolling to video games. And whilst it's been ported many times, the arcade version has never been bettered. what better to the Amiga then? Last edited by kremiso; 05 March 2024 at 14:45. |
05 March 2024, 15:37 | #89 |
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Looking forward to no9's tunes...
Jotd, keep up the good work |
05 March 2024, 22:21 | #90 | |
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yes the code is converted. Which means you'll have to reconvert as the Jaguar has a RISC cpu not a 68k... And the source is available as always https://github.com/jotd666/mpatrol. I try to backport all the reversing I'm doing on the 68000 on the original Z80 source which is also included. You may be better off porting the Z80 source, but porting the 68000 source will probably make more sense as the 8-bit coding is reduced, plus I have completely removed service mode, which isn't used in the game: less stuff to port. But it's a huge effort. I developped a tool to convert Z80 code to 68K, which does a lot. Then comes the manual rework of things that didn't build (still severak hours of work), the comes the debug (more hours!!). But first step would have taken me a month of tedious work and now it's done in seconds. Without such a tool, the porting is really a bore, I couldn't stand more than doing 100 lines when I did Galaxian, then I wrote a converter. Well, that will be close but a A500 won't run the game at 50FPS because of all the layers. But as said before, if the mountain layers are removed the game looks horribly bland. Let's hope for a better A1200 version. Last edited by jotd; 05 March 2024 at 22:33. |
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05 March 2024, 22:27 | #91 | ||
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Quote:
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06 March 2024, 00:00 | #92 | |
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06 March 2024, 07:36 | #93 |
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thanks but dual playfield is out of the question. There are so many other enemies to draw, rocks, ufos, tanks, ... you can't have sprites for all them (there can be up to NINE ufos at the same time) even with multiplexing like I'm doing. Dual playfield will be used in AGA.
I'm using quite a similar technique anyway: Blue mountains palette is arranged so it only uses 2 bitplanes, green uses 3 bitplanes, and foreground uses 1 bitplanes, which makes the blitting lighter. But separating the planes forces to set duplicate colors so the lone plane doesn't interact with the second plane (which then can only use 4 colors, you'll notice that in Ork. Not 8+8 but rather 1+4+8), something I can't afford either. I'm also using this technique for the vertical shots. The 4th bitplane isn't used by the mountains, so I'm drawing the vertical shots with it, and I don't have to mask stuff. The color of the shot varies a bit but who cares? Anyway, the game technical issues are behind, and I had a little play yesterday. No big issues that can't be fixed now. |
07 March 2024, 23:18 | #94 |
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Zoned an alpha release. Lots of graphical issues (specially colors) but game is playable and the music from no9 is there!
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08 March 2024, 00:31 | #95 |
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Very good for an Alpha release, Well done jotd & no9
[ Show youtube player ] |
08 March 2024, 04:14 | #96 |
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jotd: Early Alpha was an exciting crowd pleaser on AmigaLive twitch channel. One thing we noted is Continue Game starts at very start of game, whereas on Mame a continue picks up at last checkpoint.
Hope this gets attention as you progress. Amazing work ! |
08 March 2024, 07:13 | #97 |
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Looks and play good, litte gfx bug but nothing serious.
I think you can fix and optimize this version avoiding to make an AGA version. |
08 March 2024, 09:41 | #98 |
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Great game - I love Moon Patrol
[ Show youtube player ] |
08 March 2024, 11:24 | #99 |
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the "rainbow" that you see is to signal me a sprite that misses the mirror attribute, nothing problematic...
Yes AGA version could be not that different. FMODE=3, bigger sprites to save blits, dual playfield 16x16, accurate colors and ... 50 FPS |
08 March 2024, 11:36 | #100 |
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fantastic
this little game does create dependency jotd, if you want some picky test results, ofc considering the alpha stage (and limited to my side configs) the game freeze after checkpoint 'P' and after checkpoint 'T' here also, when you complete the first playthrough, there is a colour palette change, due the champion race, and some things arent displayed correctly anymore in the upper menu : hope in a little faster acceleration/deceleration car response, i mean to reach to pass the minefield sequence without loosing all the lives apart this, already awesome for being an alpha, expecially if runned with Fast RAM |
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