02 August 2018, 10:33 | #81 | |
Missile Command Champion
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Looks like they are emulated.
https://en.wikipedia.org/wiki/Arcade_Archives Quote:
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02 August 2018, 11:03 | #82 |
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You got me on both points.
Why I was saying that? because I witnessed DS ports and the screen layout was slightly different (DS vertical resolution is 200 pixels, less that most of portrait mode arcade games resolution at the time). So for instance pacman credit indicator is not at the original location. Now I'm wondering: did they rewrite emulators or just copied MAME source code, which would clearly be a case of GPL license violation Hard to tell without disassembling and comparing code structures... So rewriting the game natively avoids the use of an emulator and avoids a possible legal issue ... with their own product |
02 August 2018, 17:16 | #83 | |
CaptainM68K-SPS France
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And never forget that back in the day, when japanese coders had to code, they prefered ASM over C in every cases. the C part is only the linker/linking file. |
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02 August 2018, 18:26 | #84 |
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I mean: if they are to recode the game today, they'll choose C or C++, and yes, they cannot re-use the original code since it was ASM.
I heard Marble Madness was written in C, though maybe that's why the port was so faithful. |
02 August 2018, 19:11 | #85 |
Amigan
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02 August 2018, 21:21 | #86 |
CaptainM68K-SPS France
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They would encapsulate the rom files in a C program, exactly how mame would do it.
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02 August 2018, 22:50 | #87 |
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02 August 2018, 23:07 | #88 |
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encapsulating the rom files in a C program doesn't convert the program to C ! you have to emulate the CPU, the sound, the gfx. MAME doesn't encapsulate ROM files, it loads them as data, then uses generic/specific drivers, crafted year after year since 1995 to make the game work as faithfully as possible. I doubt that some developper, even good, can create a good arcade emulator in a few months, out of nowhere.
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02 August 2018, 23:31 | #89 |
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I completed the collision bitmap tonight so that it scrolls left and right with the joystick. It's bringing in collision tiles every 16 pixels in the left and right borders depending on which way you move.
Additionally, I set the blit modulo to 8 Y axis pixels as opposed to 16 because I anticipate that the little Rhino sprite needs to know when it has hit a wall, 16 pixels height would be tool large for this and I wouldn't have been able to have it collide with an obstacle. [ Show youtube player ] PS. And if you're wondering.... Leo is my 3 year old son Last edited by mcgeezer; 02 August 2018 at 23:46. |
03 August 2018, 09:52 | #90 |
Banana
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Nice
A technical question (if you don't mind giving away your coding secrets!) - how are you using the collision bitmap to detect collisions? When blitting the foreground/sprites? |
03 August 2018, 10:04 | #91 | |
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I’ll probably demonstrate it in the coming week. |
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03 August 2018, 11:58 | #92 | |
CaptainM68K-SPS France
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It does not convert the program in C, but it allows to run it on a recent hardware. Most recent arcade games are using an emulator running on the target hardware. They don't pass the whole thing in C |
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03 August 2018, 13:07 | #93 | |
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I guess on a poorly Amiga this might have a heavy overhead ? |
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03 August 2018, 14:05 | #94 | |
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Yeah this is true, but I try to set out what I need first and work back from there. For example looking at what the arcade pushes at any one time on screen. |
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03 August 2018, 18:59 | #95 |
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I knew I would find another place for this article on collisions
http://higherorderfun.com/blog/2012/...d-platformers/ |
03 August 2018, 23:54 | #96 |
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04 August 2018, 00:11 | #97 |
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For info at this point I moved all the code base across to using VASM/Notepad++.
You know it's time to do this when you spend most of your time looking for the lines you were editing in Devpac as opposed to actually coding. Crap job, but must be done. To help others I'll make a short video on how to set this up for others. Will be tomorrow though. |
04 August 2018, 07:41 | #98 |
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Wise decision. Once you removed the incompatible stuff from vasm & created a makefile, it runs fine. I added a hotkey to notepad++ to call the make command. Not so bad.
Personally, I consider the AmigaOS as an embedded device now: it's cool to create games for vanilla A500/A1200 configs, but don't try to develop on it in 2018 (even on a A1200/060/64MB/RTG like I used to have), it's too frustrating. |
04 August 2018, 23:48 | #99 |
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Ugghhh... the trials and tribulations of scrolling on the Amiga.
My oh my, this AGA coding just beat the shit out of me. To get the best out of the AGA you need to use the machine in 32 bit mode (FMODE) so you can get full access to the speed for bitplanes or sprites. The problem is is that this has a lot of side effects (mainly unwanted) that you have to contend with... as I've just found out. I bet them console programmers don't have this bother. Anyway, I've started work on the scrolling map as it's important I get this working along side the collision stuff. This isn't working perfect yet, it's close but like I said it's beat me tonight, I'll sleep on it but I like to do regular updates. For some reason the tiles are not coming in on the borders at the right times. I've had worse bugs though and fixed them so I doubt this will be any different. One thing I am fairly pleased with is the amount of processor time it's chewing up... compared to an A500 this is very favourable. If I can fix it then the project will rapidly start to look like Rygar. Those numbered tiles are just for test, the map is 64 tiles wide by 12 depth... I'd just need to change the sizes and load the Rygar maps when I have it working. [ Show youtube player ] |
05 August 2018, 02:15 | #100 |
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I'm positive you'll work it and out and get there my friend
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