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#121 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Don't bother, I'll test on 68000 soon.
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#122 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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released the first version on itch. Very buggy but nice surprise: runs at 50fps on AGA machines.
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#123 | |
Registered User
Join Date: Dec 2019
Location: North Dakota
Posts: 741
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Quote:
Is 020 enough for 60 fps on NTSC? Last edited by VladR; 11 March 2024 at 00:48. Reason: Typos |
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#124 |
Registered User
Join Date: Dec 2009
Location: nowhere / no.
Posts: 21
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the adf version anyone have issue where music dies? I tried 3 resets before triggering checkpoint A and music just died out with SFX only. Played via AmigaLive
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#125 |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 302
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![]() ![]() It would be nice to have an introductory image before the game, perhaps one among the various art from the original. Last edited by skyzoo73; 11 March 2024 at 05:10. |
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#126 | |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 768
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Quote:
It's an alpha release, in the meanwhile I think there are to fix - the progress bar up doesn't update properly - letters down aren't correctly aligned I made also icons for the game with a little one in standard WB 4 colors (Rom Icon): https://eab.abime.net/showpost.php?p...4&postcount=55 |
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#127 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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there are a lot of bugs, and what you're all mentioning is known. The music issue is strange. It seems not reproductible.
No need for NTSC, game logic runs at 60 hz, but refresh is 25 Hz on ECS and 50 Hz on AGA (made possible by the use of extended fetch mode that leave enough time for the blitter to draw the backgrounds) |
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#128 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 768
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#129 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 768
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Ok, I confirm, music stop after 1 / 2 seconds starting playing also on:
- A1200/030 OS3.2.2.1 Kick 3.2 - A1200 standard 2MB Chip - MiST FPGA Minimig Core 020 OS3.2.2.1 Kick 3.2 - WinUAE A1200 quick configuration - WinUAE High Configuration JIT Mode OS 3.9 |
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#130 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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I'll fix this. Apart from that is the game smooth enough on AGA?
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#131 |
Registered User
Join Date: Apr 2020
Location: England
Age: 53
Posts: 436
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#132 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 768
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#133 |
Registered User
Join Date: Feb 2024
Location: Canada
Posts: 38
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Can't wait to get home and try it - this was one of my favorite arcades back in the day! Did you manage to get the sprites update at 50Hz on A500 in the end, or is everything running at 25? I was going to suggest - if you can pick and choose which parts of the screen to refresh at what rate - it would probably be enough to update the sprites and the ground layer at 50Hz, and the mountains in the back at 25. If you'd do that, I think most players would never even know the game is not running fully at 50. But if it's already running 20% slower than the original, this is probably out of question.
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#134 |
Retro Freak
Join Date: Nov 2001
Location: Slovenia
Age: 51
Posts: 1,665
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#135 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Yes, the hardware sprites are updated at 50Hz. This mainly includes ships which maintain an illusion of smoothness. Some ground objects can be sprites too, thanks to upper/lower part sprite multiplexing.
Mountains move slowly anyway, and are drawn only when needed. I feared that it would conflict with bombs but it's barely noticeable. And jeep shot moves in a separate plane so it doesn't conflict at all with mountains. The color varies a little but who cares? In the end, only the ground strip and BOBs (jeep) are updated 25 or 50 depending on ECS/AGA. But reports of slow operation on AGA makes me think that fastmem could be needed for 50Hz. Yesterday I fixed a nasty bug that prevented 2P game to run. And probably had negative impact on 1P game too... Will update in the week. |
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#136 |
Registered User
Join Date: Dec 2020
Location: Italy
Posts: 1,944
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yes runned on Fast mem is doing better
some slowdowns appeared here between alpha2 and the first itch.io release ie when some ufos appear also now there is a stop n go in the checkpoint text display another picky thing, the scrolling is a bit faster in the road uphill parts than the downhill parts seems suffering in the downhill ones Last edited by kremiso; 12 March 2024 at 09:37. |
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#137 |
Registered User
Join Date: Nov 2014
Location: Italy
Posts: 2,435
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#138 |
Registered User
Join Date: Apr 2020
Location: England
Age: 53
Posts: 436
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#139 |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,646
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Big ups on releasing yet another arcade scorcher!
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#140 |
Registered User
Join Date: Dec 2009
Location: nowhere / no.
Posts: 21
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Thank you for updating your Itchio. As this posting saw it was an hour ago. Before as music reported cutout within a minute. Now can get to Checkpoint E score screen then music cuts out again after game resumes (adf version).
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