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Old 26 July 2016, 05:49   #1201
sandruzzo
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I left weapon on screen to see it how it works!
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Old 26 July 2016, 16:39   #1202
sandruzzo
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Originally Posted by phx View Post
The player's functions, arguments and a short description can be found in the header of ptplayer.asm. Basically you will do this:
  1. Determine the AutoVectorBase from VBR and whether your CIA timers are clocked for PAL or NTSC, at program start.
  2. Call mt_install_cia with your AutoVectorBase and the PAL-flag to establish a level 6 interrupt handler for CIA-B timer interrupts.
  3. During the game, whenever you want to play a new mod: call mt_init to prepare the mod for playing at a specific song position. You will pass a pointer to the mod and an optional pointer to the mod's samples (for the usual mods it will be NULL, because samples are directly attached to the patterns in the file).
  4. The initialised song starts playing whenever you set the byte mt_Enable to non-zero.
  5. Stop playing the song my calling mt_end.
  6. Insert sound effects at any time with mt_soundfx (sample pointer, length, period, volume). Sound effects have always priority over music. When there is no free channel, the least used one is used for the effect.
  7. Modify the master volume of the song with mt_mastervol.
  8. In case your game can return to the operating system, remove the interrupt handler and restore timers with mt_remove_cia.
An example to use the player can be found in the Solid Gold sources: http://aminet.net/game/jump/SolidGold_Source.lha
I never did some thing of this list like "Determine the AutoVectorBase from VBR and whether". How can I get AutoVectorBase ?
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Old 26 July 2016, 18:49   #1203
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I left weapon on screen to see it how it works!
ok. I understand. waiting for the next version to test

I hope phx can give you some more details on how to use his playerroutine.
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Old 26 July 2016, 19:16   #1204
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ok. I understand. waiting for the next version to test

I hope phx can give you some more details on how to use his playerroutine.
He gave to me, in fact I'm working around it.. Let's see what we'll have! I've uploaded a version were rygar can fire when jump.
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Old 26 July 2016, 19:25   #1205
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He gave to me, in fact I'm working around it.. Let's see what we'll have! I've uploaded a version were rygar can fire when jump.
good news.

#1) just saw what you added, weapon sprite now also visible when rygar jumps in the air

Last edited by emufan; 26 July 2016 at 19:36.
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Old 28 July 2016, 09:37   #1206
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Can someone make the rygar music into .mod? Is it better to have .mod for phx's player?
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Old 28 July 2016, 10:09   #1207
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Now, I'm playing a mod into game, but not the rygars ones. I don't have them into .mod
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Old 28 July 2016, 14:56   #1208
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Updated rygar: some bugs gone, and added music. I need rygars' .mod to work with.
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Old 28 July 2016, 15:28   #1209
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Updated rygar: some bugs gone, and added music. I need rygars' .mod to work with.
nice, that is almost a game, the music fits very well, thumbs up to the composer.
weapon sprite is also fixed. good work
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Old 28 July 2016, 15:39   #1210
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Yes well done sandruzzo

...one small thing that I noticed is that say you are walking right, an enemy drops behind you and is catching up. You don't turn around to face him, keep walking right and press fire when he's almost upon you, your weapon will fire out but as it comes back in it will still hit him even though he's still just behind you.

I hope I've explained this ok; if not I'll make a quick video?

Last edited by DamienD; 28 July 2016 at 15:51.
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Old 28 July 2016, 16:18   #1211
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Yes well done sandruzzo

...one small thing that I noticed is that say you are walking right, an enemy drops behind you and is catching up. You don't turn around to face him, keep walking right and press fire when he's almost upon you, your weapon will fire out but as it comes back in it will still hit him even though he's still just behind you.

I hope I've explained this ok; if not I'll make a quick video?
I know it. Is because when weapon get back, it hit enemy. I can turn off this, and let hit only enemies in front of rygar,
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Old 28 July 2016, 16:20   #1212
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nice, that is almost a game, the music fits very well, thumbs up to the composer.
weapon sprite is also fixed. good work
Thanks mate. I just need rygars' module and I'll play it! Give me more time and i'll fix weapon issue and activate the others 2 buddies
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Old 28 July 2016, 16:27   #1213
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why don't you use this mod ? : http://eab.abime.net/showpost.php?p=...postcount=1173
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Old 28 July 2016, 16:30   #1214
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I don't know how to sound some of this part. I would prefer to be file by file
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Old 28 July 2016, 16:55   #1215
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Added more enemies on screen and this rygar modul test.
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Old 28 July 2016, 18:27   #1216
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Am at work now, will later get on separating the songs; however for the final result my advice is to learn to use the joint mod file to save space on disk and loading times
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Old 28 July 2016, 18:43   #1217
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Am at work now, will later get on separating the songs; however for the final result my advice is to learn to use the joint mod file to save space on disk and loading times
is'nt great dial space. If you can see the quality since on amiga it is to much metallic..
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Old 28 July 2016, 19:06   #1218
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actually is the style itself of the music metallic; i would say sopme parts are even less metallic than they should (and i did use samples from the mp3 provided when possible)
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Old 28 July 2016, 19:18   #1219
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sent the main tune loop to Alessandro in private; reminder: game start loop start at 0 while in-game loop start at position 2 (where in example song restart after a death or after exiting the temple).

For the way music in the arcade game is structured, have single .mod files separated for every situation will slow it to a crawl in my opinion. Right approach is the same used in the pinball games with a sub song highlight an event.
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Old 28 July 2016, 20:11   #1220
sandruzzo
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Originally Posted by saimon69 View Post
sent the main tune loop to Alessandro in private; reminder: game start loop start at 0 while in-game loop start at position 2 (where in example song restart after a death or after exiting the temple).

For the way music in the arcade game is structured, have single .mod files separated for every situation will slow it to a crawl in my opinion. Right approach is the same used in the pinball games with a sub song highlight an event.
Thanks mate I'll do my best. We have room to improve things! Now we need some sfx to play! I still have to learn how to play sub part.
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