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Old 29 April 2021, 09:40   #141
Marskilla
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Originally Posted by ImmortalA1000 View Post
(...)edit: PS I just download Beta v1.0 LHA from the zone but the Readme file states it is beta 0.2?
What I understand is what you downloaded is the 1.0 beta of the WHDLOAD using the v0.2 of Tinyus.

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(...)Waiting for final release to make it official
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Old 09 May 2021, 10:55   #142
touko
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How many collision tests does this game do each frame,i mean the amiga version of course ??
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Old 10 May 2021, 12:19   #143
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I lost my moment ... but can this game be considered "finished" or is it still in beta?
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Old 10 May 2021, 15:19   #144
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Hi Pink. I would like to make a request.
Would it be possible to add an attract mode like in the arcade version?
Thanks
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Old 10 May 2021, 17:28   #145
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I lost my moment ... but can this game be considered "finished" or is it still in beta?

For me, at least, it's finished
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Old 10 May 2021, 17:40   #146
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Originally Posted by pink^abyss View Post
For me, at least, it's finished
Heya pink,

Ok, no problem

Quote:
Originally Posted by pink^abyss View Post
You can download the beta version (0.2) here:
http://abyss-online.de/eab/aYs_Tinyus_Beta0.2.adf

Changelog Version 0.2
- Hiscore updates implemented
- Respawning from checkpoints fixed
- 524 bytes smaller

Expect issues, and pleasepost them here please
So is it worth you removing the "beta" text from the loading and title screen, then releasing a new .ADF at least?
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Old 10 May 2021, 17:41   #147
pink^abyss
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How many collision tests does this game do each frame,i mean the amiga version of course ??

I think the player ship can emit a maximum of 10 bullets.
There are up to 32 enemies on screen. So 320 tests need to be done in worst case, but usually there are less enemies on screen.
To speed things up i skip testing every 2nd bullet each frame.
To avoid tunneling i increased the hitbox of the player bullets by 4 pixel.
Also each player bullet must be checked with the background tiles collision mask (1 plane), but this is only done with a single point. I had to decrease the bullet speed by 12% (compared to the arcade) to avoid tunneling with the background.

Tiny Bobble was much worse for collision tests. There up to 48 bubbles could collide with any bubble and 2 players and enemies
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Old 10 May 2021, 21:53   #148
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Thanks for the answer,actualy i code a shmup engine on PCE, and i have up to 650 collision tests per frame (this represents an average of 35.000 cycles in my case)and finaly it's not bad at all .

In a shmup it's more CPU intensive to have enemies than bullets, for exemple it's more easy to have 100 bullets than 50 enemies for obvious reasons .

I must admit that your conversion is really impressive, close to the arcade, with a lot on screen, and seems to have only few slowdowns,and was not too much butchered(sorry,it's may be not the appropriated word,i meant not a lot of compromise) on the classic A500 .

Last edited by touko; 11 May 2021 at 11:09.
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Old 11 May 2021, 12:25   #149
pink^abyss
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Thanks for the answer,actualy i code a shmup engine on PCE, and i have up to 650 collision tests per frame (this represents an average of 35.000 cycles in my case)and finaly it's not bad at all .

In a shmup it's more CPU intensive to have enemies than bullets, for exemple it's more easy to have 100 bullets than 50 enemies for obvious reasons .

I must admit that your conversion is really impressive, close to the arcade, with a lot on screen, and seems to have only few slowdowns,and was not too much butchered(sorry,it's may be not the appropriated word,i meant not a lot of compromise) on the classic A500 .
~53 cycles for aabb test on 6502 sounds good to me! And it must be nice working on a console where you don't need to spend 70% of the frame for scrolling, blitting and restoring gfx

Thanks for your kind words about my conversion. I tried my best to keep it playable on A500. As even the Arcade (with all its superior hardware) had many slowdowns i'm ok with them on A500 too. Some things got even improved in Tinyus, like much better tentacle movements, full framerate update for bg objects, correct sorting for certain bg elements, etc.
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Old 12 May 2021, 10:04   #150
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Quote:
And it must be nice working on a console where you don't need to spend 70% of the frame for scrolling, blitting and restoring gfx
I agree, but the hardware is not as flexible as the amiga one,so if you like to do some software rendering, a console is probably not the best system .
I code for the supergrafx, a souped up PCE (same hardware but with a second GPU), and my shmup run in 512x224 @60fps
So you have more power in some cases, but no copper,no blitter to do the usual crazy amiga effects .

Quote:
I tried my best to keep it playable on A500. As even the Arcade (with all its superior hardware) had many slowdowns i'm ok with them on A500 too. Some things got even improved in Tinyus, like much better tentacle movements, full framerate update for bg objects, correct sorting for certain bg elements, etc.
Really you did a very good work, there aren't that many amiga shmups that are so polished and so well converted .

Last edited by touko; 12 May 2021 at 10:28.
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Old 18 May 2021, 15:27   #151
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So is it worth you removing the "beta" text from the loading and title screen, then releasing a new .ADF at least?
Pink, would you consider ^^ this?
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Old 18 May 2021, 15:36   #152
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Pink, would you consider ^^ this?
Personally I think this is worth doing; an can be put to bed.

Hopefully it would a quick job for pink^abyss

...otherwise people are going to constantly ask "When is the final version going to be released?" and also keep contributing bug reports / feature requests.
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Old 18 May 2021, 15:47   #153
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Has anyone completed Tinyus? I reached the final boss but couldn't destroy it:

http://hol.abime.net/6418/screenshot
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Old 18 May 2021, 16:16   #154
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Has anyone completed Tinyus? I reached the final boss but couldn't destroy it:

http://hol.abime.net/6418/screenshot
Damn, nice HOL entry and screenshots Cody

Here's one you should add though, the title screen before it "greys out":
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Old 18 May 2021, 16:54   #155
pink^abyss
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Has anyone completed Tinyus? I reached the final boss but couldn't destroy it:

http://hol.abime.net/6418/screenshot

In the screenshot it looks like the three top hitpoints are still there. I know, its strange that you can't simply blast into the boss, but thats how the original game is
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Old 18 May 2021, 16:59   #156
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In the screenshot it looks like the three top hitpoints are still there. I know, its strange that you can't simply blast into the boss, but thats how the original game is
Ah I see

Are these the 3 x hitpoints you are talking about that I've highlighted in red boxes?
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Old 18 May 2021, 17:19   #157
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Ah I see

Are these the 3 x hitpoints you are talking about that I've highlighted in red boxes?

Yes, exactly.
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Old 08 July 2021, 14:17   #158
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Sadly I have still not played this because I want to play it on a real Amiga and the only Amiga I have space for at the moment is my CDTV + keyboard setup.

Is there any chance you guys could release an ISO or someone could tell me how to make an ISO to burn and play on my CDTV.

(yes yes I know it's not a CD version of Nemesis but I have no way of getting ADFs onto a real floppy to use with any of my Amigas anyway).

PS my last external disk drive is getting a bit flaky anyway hence the CDTV is out and not the slightly smaller A1000....and I do own a lot of music CDs and some nice audio gear
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Old 08 July 2021, 15:50   #159
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not a problem I can create a CDTV bootable ISO in no time
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Old 25 July 2021, 03:02   #160
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If anyone wants to show off their Tinyus skills or just have a go, we're playing it in the competitions section of the forum. Along with Tiny Bobble too.
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