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#1061 |
Registered User
Join Date: Jun 2008
Location: Malta
Age: 47
Posts: 43
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rygar.adf empty
Hi,
Where can one download the latest rygar.adf disk image? The one from google drive (https://drive.google.com/folderview?...mM&usp=sharing) is an empty disk. |
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#1062 |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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well i have this
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#1063 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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Seriously i believe this game is huge, no way there will be a full conversion of it "just for fun". Who will make the 20+ levels maps, rip all enemies, position enemies, enemy AI etc.
And for what, MAME is there, everyone can play the best version. |
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#1064 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1065 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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About enemies, at least the commons ones, they behave very simple. I could make them out pseudo random based upon level difficult
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#1066 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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all the front layer of the maps are online
http://www.vgmaps.com/Atlas/Arcade/i...gendaryWarrior 1-4 people doing them wont take that long ill do some if it'll help. |
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#1067 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1068 | |
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
Sure plenty of people failed but none of those who doubted ever achieved anything. If you want things to happen in life you have to cast doubt away, no way around this so get rid of your pessimism and give it a try. ![]() |
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#1069 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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Good Demo
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#1070 |
uber cool demi god
![]() Join Date: Jun 2006
Location: Kent/England
Posts: 2,073
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#1071 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#1072 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1073 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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Check out my Mario Demo I think your like it im sending you a PM
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#1074 | |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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Quote:
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#1075 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#1076 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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Thanks its only writen in Amos but I think ive had good results - only thing id say is try not to stop untill completed or if you do make sure your code is in a tidy documented state so you can pick it up easily again, Good Luck Dude
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#1077 | |
Registered User
Join Date: Dec 2015
Location: Poland
Posts: 189
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Well yes, however original is having 4-5 shades of each colour so if i want to preserve them i can have only less coloured sprites, so they are like they are.
As far as i understand interleaving allows you too use blitter more efficiently, but if you use efficient blit for even planes you still have to do something with the odd. Cant you make similar blit on the odd planes and we would deal with full colour 6 bitplane sprites? Quote:
What we need is full level without the sprites and background which we would then chop into tiles. We also need all the game sprites. When i have the original data i can make my magic on them. Last edited by Trachu; 03 July 2016 at 01:43. |
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#1078 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
About enemies, we have two palette to use: 1-3-5 planes and 2-4-6 planes. They can be used by rygar too. Not only that, we can use current planes layout, and have "only" 8 colors for each enemy. You can map them as you like, so I can do only 3 full coockie-cut blit operations, and 2 with less expensiove term. Since you can map this colors as you like we can have full enemies quality with a lot of spare blitter slots. 2 cycles for each enemies word for each line! Examples 32*32 bob we have= 2*3(one more word for blitter shift)*32 = 192 spared cycles! Without one more word, we still have 128 spared cycles! Another options is to have a differente mapping: first 16 color for background, and others for enemies. With that layout, I can turn on and off one plane, depending upon enemies position. I can turn on and off this plane above enemies and below them. Last edited by sandruzzo; 03 July 2016 at 07:22. |
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#1079 | |
CaptainM68K-SPS France
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Quote:
This will be fast, i have found a way to work in a smoother way ![]() |
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#1080 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,814
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dlfrsilver that wont contain the map though it would probably help with the background map though, ask codetapper where he got the first map from ill have another look online - it would take long if you had to draw each map.
the sprites are only displayed over repeated tiles so it wont be hard to remove them - the sprites could also maybe used to roughly map enemies. also the background is just repeated tiles. Last edited by Retro1234; 03 July 2016 at 17:49. |
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