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Old 10 March 2024, 09:47   #121
jotd
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Don't bother, I'll test on 68000 soon.
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Old 10 March 2024, 23:42   #122
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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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Old 11 March 2024, 00:46   #123
VladR
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released the first version on itch. Very buggy but nice surprise: runs at 50fps on AGA machines.
WOW, awesome !

Is 020 enough for 60 fps on NTSC?

Last edited by VladR; 11 March 2024 at 00:48. Reason: Typos
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Old 11 March 2024, 04:35   #124
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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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Old 11 March 2024, 05:03   #125
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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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Old 11 March 2024, 07:03   #126
DanyPPC
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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
Here the same, the music stop after a while then starting a game.

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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Old 11 March 2024, 08:35   #127
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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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Old 11 March 2024, 09:00   #128
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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.
I'll try on my desktop A1200/030. Thanks for the update.
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Old 11 March 2024, 09:32   #129
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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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Old 11 March 2024, 11:02   #130
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I'll fix this. Apart from that is the game smooth enough on AGA?
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Old 11 March 2024, 11:11   #131
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Here's some box art for you guys...

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Old 11 March 2024, 13:58   #132
DanyPPC
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I'll fix this. Apart from that is the game smooth enough on AGA?
It's faster, but not as smooth, it's how there are drop frames, but it is a thing related to the scrolling itself, not much to the sprites.
And I tested it with A1200 wired PAL RGB Scart.
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Old 11 March 2024, 23:25   #133
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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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Old 12 March 2024, 06:54   #134
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I'll fix this. Apart from that is the game smooth enough on AGA?
Plays very nicely and it does seem very smooth on AGA Here it is running on A1200 with pistorm32 :

[ Show youtube player ]
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Old 12 March 2024, 08:17   #135
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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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Old 12 March 2024, 09:30   #136
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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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Old 12 March 2024, 12:14   #137
Seiya
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Here's some box art for you guys...
do you released this box art? i will put this image on my final cover of fanzine and i will put your nickname in the editorial
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Old 12 March 2024, 13:01   #138
mrv2k
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do you released this box art? i will put this image on my final cover of fanzine and i will put your nickname in the editorial
I just made it up in paint.net from stuff on the internet. You can use it however you want.
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Old 12 March 2024, 17:56   #139
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Big ups on releasing yet another arcade scorcher!
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Old 17 March 2024, 02:28   #140
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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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