27 November 2016, 10:20 | #1621 |
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27 November 2016, 11:04 | #1624 |
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27 November 2016, 13:39 | #1625 |
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You still can't jump and change direction.
Also when standing on a tree branch you can walk past the end but still be "on platform": |
27 November 2016, 13:43 | #1626 |
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walk pas the tree is due to new rygar alignement, I'll takle that. About Rygar changing direction, you can do it only when you jump whitout moving, like the arcade
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27 November 2016, 16:11 | #1627 |
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Not true, just tested and you can be running, jump, move back / forth in the air, change direction
Last edited by DamienD; 27 November 2016 at 16:20. |
27 November 2016, 16:29 | #1628 |
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27 November 2016, 16:35 | #1629 |
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27 November 2016, 17:02 | #1630 |
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27 November 2016, 19:38 | #1631 | |
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Quote:
Will be a lot more useful than remapping images to some arbitrary palette For example, I converted some map tiles to 16 colours... now I would like to remap some sprite sheets to the same 16 colour palette |
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27 November 2016, 20:53 | #1633 | |
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Quote:
if i remember well, put the image with the correct palette and check original, then you put the second image to remap and select global, and voilà |
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27 November 2016, 21:25 | #1634 | ||
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Quote:
Quote:
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28 November 2016, 01:09 | #1635 |
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28 November 2016, 02:14 | #1636 |
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28 November 2016, 04:49 | #1637 |
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Dunno if it makes any difference, but I ran the game from a Gotek. I don't think it should. I had tested a previous version a few months ago and it worked.
Just out of curiosity, since I lost track in all the discussion. Is the main character done with HW sprites, or is it blitted ? How many sprites are you using for the parallax backdrop ? |
28 November 2016, 06:24 | #1638 | |
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But you could do the reverse as well: do the rendering in the main loop then call STOPwhen done and only use the VBL interrupt to detect when it is time to wake up the main loop. Both approaches are equivalent. Also, do not forget that the arcade game runs at 60Hz (well, not exactly, but very close to it), just like NTSC machines. PAL Amiga models will fire their VBL interrupt at 50Hz which means that you must use this "timer" differently in PAL than in NTSC otherwise the speed of the game will change between regions. Another point: the arcade horizontal resolution is 256 pixels but these pixels take the same place in the screen as the Amiga's 320 low resolution pixels. Which means that keeping the original screen resolution results in stretched graphics which will appear taller (or thinner) than they are in the arcade. To keep the arcade's pixel ratio intact, the graphics would have to be enlarged horizontally but I do not recall having seen this mentioned anywhere on this thread? Sometimes I wish the Amiga OCS graphic modes were more flexible and allowed modulating the horizontal scan rate more precisely. (This said I have not lost hope of tricking monitors into allowing faster horizontal scans.) Edit: added paragraph, fixed formulation. Last edited by ReadOnlyCat; 28 November 2016 at 06:35. |
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28 November 2016, 13:59 | #1639 | |
CaptainM68K-SPS France
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Quote:
The ratio is of course not the same as the amiga's 320 low resolution. The pixel appears big in mame because they are adjusting the screen size of the arcade to make it full screen, which gives big pixels. The ratio on the amiga version is exactly at the size of the arcade assets. |
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28 November 2016, 18:43 | #1640 |
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Does Rygar have big black borders on the sides?
If not, it's not the same aspect ratio. |
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