English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 03 July 2016, 18:38   #1081
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,512
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Retro1234 View Post
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.
I have just extracted rygar sprite with all parts in 30 minutes, all frames included plus the rolling shield.

Just check the image in 320x256 i did joint with this post
Attached Thumbnails
Click image for larger version

Name:	rygar_sprite.png
Views:	202
Size:	40.5 KB
ID:	49031  
dlfrsilver is offline  
Old 03 July 2016, 18:49   #1082
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,814
good work
Retro1234 is offline  
Old 03 July 2016, 20:16   #1083
Trachu
Registered User
 
Join Date: Dec 2015
Location: Poland
Posts: 189
Quote:
Originally Posted by dlfrsilver View Post
I have just extracted rygar sprite with all parts in 30 minutes, all frames included plus the rolling shield.

Just check the image in 320x256 i did joint with this post
yes, that is the good work, and it seems original has only 14c plus transparent.
Previous ones were so mixed up.

This is my 8c EHB version

Sandruzzo: The problemm with different palettes is that we are limited by sprites background. Their colours will be copperised so i can not use theier registers.

What i had in mind is full 6 bitplanes sprites but drawn with 2 blits - one efficient for odd and second efficient for even. (efficient means no SAVE blit as Sandruzzo explained before)
Attached Thumbnails
Click image for larger version

Name:	ryggar sprite9cEHBversion2.png
Views:	136
Size:	5.4 KB
ID:	49058  

Last edited by Trachu; 04 July 2016 at 01:06.
Trachu is offline  
Old 03 July 2016, 20:28   #1084
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,512
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Trachu View Post
yes, that is the good work, and it seems original has only 14c plus transparent.
Previous ones were so mixed up.
i do extractions directly from the roms.
dlfrsilver is offline  
Old 03 July 2016, 20:43   #1085
Galahad/FLT
Going nowhere
 
Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,017
Is there a youtube link of this thing running yet?
Galahad/FLT is offline  
Old 03 July 2016, 21:12   #1086
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,512
Send a message via MSN to dlfrsilver
some other sweets straight from my factowy :

The intro screen, with the animated tiles

The life from the game panel

the rygar logo with the second palette
Attached Thumbnails
Click image for larger version

Name:	Intro_screen.png
Views:	179
Size:	57.2 KB
ID:	49046   Click image for larger version

Name:	panel_1_life.png
Views:	158
Size:	40.5 KB
ID:	49047   Click image for larger version

Name:	Rygar_title_logo_palette2.png
Views:	177
Size:	57.2 KB
ID:	49048  
dlfrsilver is offline  
Old 03 July 2016, 21:30   #1087
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,814
I quickly generated a map and tileset of level 2 it should be ok but
I tried to run to just quickly test it in MapTapper but it said out of memory?
Attached Files
File Type: zip Rygar Tiles.zip (28.9 KB, 92 views)
Retro1234 is offline  
Old 03 July 2016, 21:33   #1088
Trachu
Registered User
 
Join Date: Dec 2015
Location: Poland
Posts: 189
Quote:
Originally Posted by Retro1234 View Post
I quickly generated a map and tileset of level 2 it should be ok but
I tried to run to just quickly test it in MapTapper but it said out of memory?
if you would look more closely you would see many repeated tiles. Unfortunatelly if only 1px movement occurs during the rip it happens.
Trachu is offline  
Old 03 July 2016, 21:45   #1089
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,814
Silly me the map works 214*12 - I was entering 3424*192
Ok let me look at the tile set - Im not happy with it I just quickly did and tried to align it.
produced 408 tiles I should be able to get this down.

Last edited by Retro1234; 03 July 2016 at 21:51.
Retro1234 is offline  
Old 03 July 2016, 21:49   #1090
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,814
Yeah theres no way thats 408 tiles it shouldnt take much work to decrease that.
Retro1234 is offline  
Old 04 July 2016, 06:30   #1091
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Wow!

What a Job! Thanks Mates. Give me some time, I'm the only that is programming it. So far I'm working on enemies behaviour
sandruzzo is offline  
Old 04 July 2016, 13:08   #1092
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
Quote:
Originally Posted by Retro1234 View Post
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.
I ripped that first level from MAME years ago, then ran it through my image-to-tile-map utility to produce the map. I wouldn't waste your time cutting up those maps manually when a tool can do it for you!

Regarding colour reducing the graphics, I hope the originals are being kept somewhere safe because if the palette is modified at a later stage, they can just be remapped. That'll be impossible if the colours are reduced too early!
Codetapper is offline  
Old 04 July 2016, 13:14   #1093
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,814
I ran it through my own image to tile & map tool - but I did give it a quick edit first the ground wasnt bang on 16 - but its up to how sandruzzo wants them.

The tiles are repeated so much it might be worth try to get one tile set for the whole game?

Last edited by Retro1234; 04 July 2016 at 13:26.
Retro1234 is offline  
Old 04 July 2016, 16:30   #1094
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Some frames' of the blue enemy arent' well aligned, and we miss it's attach animation. the one belowe the rocks' head
sandruzzo is offline  
Old 04 July 2016, 19:18   #1095
netraider
Registered User
 
Join Date: Aug 2008
Location: Sintra, Portugal
Posts: 12
Great work to all involved so far!

I've been thinking about this and maybe it would work...
Before sandruzzo starts coding the whole game logic from scratch maybe he could get a good head start by using the same game logic from the x68000 port of the game.
Afterwards it would be just a matter of replacing the graphics, sound, and input routine calls by Amiga ones, and we'd get a pretty solid conversion.
It's probably not that simple, but I think it's doable. Let's see if we can manage a x68000 disassembly of this one...
netraider is offline  
Old 04 July 2016, 19:34   #1096
ReadOnlyCat
Code Kitten
 
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
Quote:
Originally Posted by sandruzzo View Post
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!
What do you mean by "map them as you want"? Do you mean that these 8 colors palette can be anything since it is not used by the background?

Quote:
Originally Posted by sandruzzo View Post
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.
Yup. This is relatively simple to handle moreover if objects are y-sorted.
I have often wondered why games did not use this as often as possible. Looking at play through videos of Amiga games it is always striking how this would have saved a lot of DMA cycles.

For ports like Rygar this is trickier because the colors are already chosen by the original game but for a new game this can lead to massive savings.
ReadOnlyCat is offline  
Old 05 July 2016, 08:26   #1097
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Quote:
Originally Posted by ReadOnlyCat View Post
What do you mean by "map them as you want"? Do you mean that these 8 colors palette can be anything since it is not used by the background?
Not for that. If we use only 8 colors for each enemy you can sprade them as you like. 8 colors means only 3 planes to full coockie-cut
sandruzzo is offline  
Old 05 July 2016, 17:31   #1098
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Working on explosion in progress, added new .adf to my folder. Updated explosion working

Last edited by sandruzzo; 06 July 2016 at 11:22.
sandruzzo is offline  
Old 06 July 2016, 21:39   #1099
ReadOnlyCat
Code Kitten
 
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
Quote:
Originally Posted by netraider View Post
maybe he could get a good head start by using the same game logic from the x68000 port of the game.
If Sandruzzo intends to obtain official permission to release Rygar as an official Amiga port this would be a problem.
Ripping from the original ROMs is fine since they are owned by the same entity but code and graphics from existing ports probably belong to whoever wrote the ports.

Personally I would prefer to buy an official Amiga version of Rygar rather than to just download a pirate version of it. It does have more charm.
ReadOnlyCat is offline  
Old 07 July 2016, 11:35   #1100
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
Quote:
Originally Posted by ReadOnlyCat View Post
If Sandruzzo intends to obtain official permission to release Rygar as an official Amiga port this would be a problem.
Ripping from the original ROMs is fine since they are owned by the same entity but code and graphics from existing ports probably belong to whoever wrote the ports.

Personally I would prefer to buy an official Amiga version of Rygar rather than to just download a pirate version of it. It does have more charm.
Code will be made from us, no ripping, no adaptation.
sandruzzo is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
rygar? Prosonic support.Games 7 09 June 2013 14:18
two more that borrow heavily from Rygar & Black Tiger NfernalNfluence Nostalgia & memories 5 30 September 2012 18:57
SCIENCE 451-RYGAR: same disks mrodfr project.TOSEC (amiga only) 0 26 December 2006 15:38
Wordworth conversion vertigo support.Apps 5 09 December 2003 14:46

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 01:00.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.19109 seconds with 14 queries