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Old 27 November 2016, 10:20   #1621
sandruzzo
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Originally Posted by emufan View Post
np. the first bug i found due to my low gaming skills
Thanks mate, you're skills are like candy! Btw this bug bone
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Old 27 November 2016, 10:32   #1622
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Thanks mate, you're skills are like candy! Btw this bug bone
no updated disk yet, just downloaded, bug still there.

but maybe another issue, with the timer. it seems a bit slow. if you compare with this online stopwatch.
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Old 27 November 2016, 10:33   #1623
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no updated disk yet, just downloaded, bug still there.

but maybe another issue, with the timer. it seems a bit slow. if you compare with this online stopwatch.
Now I'm going to upload it
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Old 27 November 2016, 11:04   #1624
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Now I'm going to upload it
yep, the pit is fixed, respawn works now again
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Old 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":

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Old 27 November 2016, 13:43   #1626
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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":

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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Old 27 November 2016, 16:11   #1627
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About Rygar changing direction, you can do it only when you jump whitout moving, like the arcade
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.
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Old 27 November 2016, 16:29   #1628
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Not true, just tested and you can be running, jump, move back / forth in the air, change direction
Ok, I wasnt' able to change direction with mame...
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Old 27 November 2016, 16:35   #1629
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Ok, I wasnt' able to change direction with mame...
Weird; of course MAME is what I also use to test / compare
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Old 27 November 2016, 17:02   #1630
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Weird; of course MAME is what I also use to test / compare
I'll do my best to keep original way to go
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Old 27 November 2016, 19:38   #1631
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Originally Posted by Raislin77it View Post
try this online tool

http://tool.anides.de/

it makes wonder
Does anyone know of a tool that can remap colours to another "fixed" palette... ie.. to load a fixed 16 colour palette from one image, and then remap any other image to that particular palette?

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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Old 27 November 2016, 20:02   #1632
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Irfanview on the command line can do this.

Last edited by emufan; 27 November 2016 at 20:08.
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Old 27 November 2016, 20:53   #1633
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Does anyone know of a tool that can remap colours to another "fixed" palette... ie.. to load a fixed 16 colour palette from one image, and then remap any other image to that particular palette?

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
http://tool.anides.de/ does this too

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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Old 27 November 2016, 21:25   #1634
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Does anyone know of a tool that can remap colours to another "fixed" palette... ie.. to load a fixed 16 colour palette from one image, and then remap any other image to that particular palette?
PPaint.

Quote:
Originally Posted by DanScott
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
https://github.com/idrougge/BatchRemapBrushes
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Old 28 November 2016, 01:09   #1635
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Mate, I just download the ADF..... I can't play anything.

The game is just stuck on the attached screen. Music is playing, but nothing happens.



My setup is an 68000 A600 with 2mb chip.
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Old 28 November 2016, 02:14   #1636
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Mate, I just download the ADF..... I can't play anything.

The game is just stuck on the attached screen. Music is playing, but nothing happens.



My setup is an 68000 A600 with 2mb chip.
I'll check that out
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Old 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 ?
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Old 28 November 2016, 06:24   #1638
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Just done now. With simple counter, into vb all is fine. Just one thing I'm using wait routine to sincronize buffer switch, but it a waste of time for CPU. If I put my main into VB interrupt, can I get rid of this wait?
Just put the main loop into the VBL, this is how many games proceeded back in the day.
But you could do the reverse as well: do the rendering in the main loop then call
STOP
when 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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Old 28 November 2016, 13:59   #1639
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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.
Where did you got that ?

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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Old 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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