English Amiga Board R Type clone
 Register Amiga FAQ Rules & Help Members List  /  Moderators List Today's Posts Mark Forums Read

 17 April 2021, 16:06 #21 Akira Black Lives Matter   Join Date: May 2001 Location: New York Posts: 19,517 Why not go ahead and make something that isn't on Amiga, like R-Type 3? Pretty sure ripping SNES graphics would be easy. You got a nice thing going here.
 18 April 2021, 19:06 #22 LeCaravage Registered User   Join Date: May 2017 Location: AmigaLand Posts: 292 Love reading game's WIP threads. Nice job.
 19 April 2021, 18:48 #23 Coppis Registered User   Join Date: Oct 2020 Location: Italy Posts: 14 Development Diary 19/04/2021: Player ship collision with background We define 4 test points: T1, T2, T3, T4 as in the following figure. To check if the ship collides with the background, just determine the tile underlying each test point. If the tile is solid, there is a collision. The calculation of the underlying tile to a point Ti is simple as we used a tile map: Code: ```convert Ti in world coordinates xw,yw calculate the indices of the underlying tile on the map: i = xw/16 j = yw/16 underlying tile index = map(i,j) if underlying tile is solid change ship state to hit, because there is a ship-background collision``` The following video shows the ship-background collision in action: [ Show youtube player ] Attached Thumbnails
19 April 2021, 19:18   #24
saimon69
J.M.D - Bedroom Musician

Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,996
Quote:
 Originally Posted by Akira Why not go ahead and make something that isn't on Amiga, like R-Type 3? Pretty sure ripping SNES graphics would be easy. You got a nice thing going here.

19 April 2021, 22:19   #25
Registered User

Join Date: Apr 2002
Location: Germany
Age: 40
Posts: 697
Quote:
 Originally Posted by Wikipedia The game was initially conceived as an original shoot 'em up by Nanao before being retooled into an R-Type project by Irem.
You clearly feel it. It doesn't feal anything like R-Type. R-Type III for SNES is another story, that's a good game !

I would vote for not remaking R-Type, as it's already a good port. When the game engine is finished, perhaps use the assets from R-Type 1 and/or 2 and create a new R-Type from there ?

But in the end it's Coppis decision what he does. If he wants to do an easier R-Type 1, then so be it. I would still follow this thread with interest .

 19 April 2021, 22:37 #26 saimon69 J.M.D - Bedroom Musician   Join Date: Apr 2014 Location: los angeles,ca Posts: 1,996 R-type for SNES has somewhere mode 7 that i doubt he can replicate - or am getting confused with Super R-type? He could even do completely different levels if he has a pixel artist (one could be me in example) Last edited by saimon69; 19 April 2021 at 23:31.
 19 April 2021, 22:42 #27 Coagulus Gets there in the end...   Join Date: Sep 2005 Location: Wales Posts: 766 Regarding the collision have you thought of using a hardware sprite for the ship and using the built in collision commands? In JetHunters I draw the tiles then the enemies and bullets then I check if the sprite has hit anything. After that check I then draw the player bullets, stars and powerups.
 20 April 2021, 01:59 #28 Nightshft Registered User   Join Date: Mar 2018 Location: Austria Posts: 481 Very interesting Coppis, carry on please!
20 April 2021, 10:05   #29
Coppis
Registered User

Join Date: Oct 2020
Location: Italy
Posts: 14
Quote:
 Originally Posted by Coagulus Regarding the collision have you thought of using a hardware sprite for the ship and using the built in collision commands? In JetHunters I draw the tiles then the enemies and bullets then I check if the sprite has hit anything. After that check I then draw the player bullets, stars and powerups.

Thank you for the suggestion, i will try to optimize the game using hardware sprite for the ship and hardware collision detection between sprite and playfield.

 21 April 2021, 18:47 #30 Coppis Registered User   Join Date: Oct 2020 Location: Italy Posts: 14 Development Diary 21/04/2021 - Information Panel We want to create an information panel, at the bottom of the screen, to show the score, the number of lives etc ... To do this we will take advantage of an Amiga feature that allows you to have different video modes simultaneously on the same screen. The following picture shows the screen layout: We have a game window, with a 320x192 pixel size, which starts at raster line 44. The game window uses dual playfield mode with 4 bitplanes for each playfield, so has 16 colors. Then we have an information panel, with a 320x64 pixel size, which starts at raster line 237. In fact we need to leave a 1 raster line gap between two different video modes. The panel uses 3 bitplanes, so has only 8 colors. The following code snippet initalizes the information panel: Code: ``` ; create bitmap for panel and load graphics BitMap #BITMAP_PANEL,#PANEL_WIDTH,#PANEL_HEIGHT,#PANEL_BPP LoadBitMap #BITMAP_PANEL,"panel.iff",#PALETTE_PANEL ; panel copperlist settings: panelCopperList.l = \$3 ; 3 bitplanes ; initialize copperlist used for panel, starting at y=44+192+1=237, height 64 px, 8 colors ; we need to divide the two copperlists at least by 1 scanline InitCopList #COPPERLIST_PANEL,237,64,panelCopperList,0,8,0 ; copy color data from palette to copperlist DisplayPalette #COPPERLIST_PANEL,#PALETTE_PANEL BLITZ ; setup the screen display with the copperlists CreateDisplay #COPPERLIST_MAIN,#COPPERLIST_PANEL``` In the main loop, we must add the DisplayBitmap command to show the panel: Code: ```Repeat VWait DisplayBitMap #COPPERLIST_PANEL,#BITMAP_PANEL``` Drawing score To draw the current score, we need to draw numbers using a bitmap font. So we create a numeric font, in which each digit is 8x8 pixel and save these tiles into an iff file, like the following: To display the score, which is a numeric variable, we will convert it into a string. Then we will extract each character from the string, calculate the index into the tilesheet and then blit the tile to the screen. For the blitting we use BBlit command, which saves and restores the background. The background is stored into a dedicated buffer. This code snippet displays the score: Code: ```Statement DisplayScore{} Shared score Use BitMap #BITMAP_PANEL ; restore the background UnBuffer #BUFFER_SCORE ; convert score into a string text\$ = Str\$(score) offset=0 ; loop for each character of the score string For i=0 To 5 ; extract one character from the string c\$ = Mid\$(text\$,i+1,1) ; get the ascii code of the current character ascii = Asc(c\$) ; calculate shapeID from the ascii code shapeID = ascii - Asc("0") ; display the current character BBlit #BUFFER_SCORE,#SHAPE_NUMFONT+shapeID,56+offset,9 ; space for the next character offset = offset + 8 Next End Statement``` Drawing number of lives The number of lives is displayed using icons. These icons are stored into a spritesheet. When the number of lives decreases, we blit a new frame on the panel, showing the new icons number. The following code snippet displays the lives on the panel: Code: ```Statement DisplayLives{} Shared lives Use BitMap #BITMAP_PANEL ; restore the lives blob background UnBuffer #BUFFER_LIVES If lives >0 ; calculate the offset for frame number offset = 3 - lives ; display a blob with number of lives BBlit #BUFFER_LIVES,#SHAPE_LIVES+offset,1,2 EndIf End Statement``` In the following video the final panel is shown: [ Show youtube player ] Attached Thumbnails
21 April 2021, 20:41   #31
Dunny
Registered User

Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,543
Quote:
 Originally Posted by saimon69 R-type for SNES has somewhere mode 7 that i doubt he can replicate - or am getting confused with Super R-type?
If you're talking about R-Type III (Third Lightning) then no, that can't be done on a stock Amiga. Not even the first level.

21 April 2021, 20:52   #32
Steril707
Tigerskunk!

Join Date: Sep 2016
Location: Amiga Island
Posts: 2,115
Quote:
 Originally Posted by Dunny If you're talking about R-Type III (Third Lightning) then no, that can't be done on a stock Amiga. Not even the first level.
Pssshhht. Let him try...

 21 April 2021, 22:07 #33 Adrian Browne Jackie Chan   Join Date: Mar 2012 Location: Ireland Age: 43 Posts: 862 If it were an original game I could help out on graphics too as best as I could. Saimon 69 is a good artist too.
23 April 2021, 12:29   #34
E-Penguin
Banana

Join Date: Jul 2016
Posts: 1,062
Quote:
 Originally Posted by Coppis 21/04/2021 - Information Panel To display the score, which is a numeric variable, we will convert it into a string. Then we will extract each character from the string, calculate the index into the tilesheet and then blit the tile to the screen. For the blitting we use BBlit command, which saves and restores the background. The background is stored into a dedicated buffer.
If you're only adding or subtracting values to the score, you could do this more easily using BCD (binary-coded decimal), where each nibble represents one decimal digit. The Amiga's 68000 processor has hardware commands for adding (ABCD) and subtracting (SBCD).

I'll post some example code later. Beware, there's a bug in the Blitz2 compiler when generating the BCD instructions. Search on this forum for a macro work-around.

This would be much faster than converting to a string and doing string manipulations.

 23 April 2021, 18:52 #35 Coppis Registered User   Join Date: Oct 2020 Location: Italy Posts: 14 Development Diary 23/04/2021 - Beam bar and beam fire I implemented beam bar as an animated blob, using 11 frames. There are 2 versions of beam fire: small and big. The first is shooted when beam bar is greater than 50% while the second only when beam bar is full. Look this video: [ Show youtube player ]
23 April 2021, 20:50   #36
saimon69
J.M.D - Bedroom Musician

Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,996
Quote:
 Originally Posted by Dunny If you're talking about R-Type III (Third Lightning) then no, that can't be done on a stock Amiga. Not even the first level.
Strictly speaking of stage 1 AND of amiga capabilities (not blitz ones), The twisting structure @4:50 seem straight out of a demoscene intro, so that could be somehow done in a similar fashion, same for the station scaffoldings tunnel @1:01 (sprites), but the remaining stuff (rotating segments) fugghettaboutit :/

Last edited by saimon69; 23 April 2021 at 21:05.

 23 April 2021, 20:59 #37 Retro1234 Boo   Join Date: Jun 2006 Location: 5150 Posts: 4,873 you can just use block or whatever it is in blitz for the score you you don't need to restore anything.
23 April 2021, 21:14   #38
Retro1234
Boo

Join Date: Jun 2006
Location: 5150
Posts: 4,873
maybe you can help with this, not sure this is the correct thread

question raised by Shatterhand you are firing Several bullets at several enemies, what is the quickest way to do your collision?

Quote:
 Originally Posted by Dunny If you're talking about R-Type III (Third Lightning) then no, that can't be done on a stock Amiga. Not even the first level.
That could easily be pre-rendered if the SNES version isn't already, how many frames would it be?

Last edited by Retro1234; 23 April 2021 at 21:23.

24 April 2021, 00:24   #39
Dunny
Registered User

Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 1,543
Quote:
 Originally Posted by Retro1234 That could easily be pre-rendered if the SNES version isn't already, how many frames would it be?
That effect could be done easily enough (assuming you could use a demo effect and then somehow get a playable game on top of it), but I'm more concerned about where the whole level is rotated several times over several seconds through a full 360 degrees prior to that... Yeah you're talking hundreds of frames.

Edit: That was in agreement with Saimon69's post.

 26 April 2021, 19:42 #40 Coppis Registered User   Join Date: Oct 2020 Location: Italy Posts: 14 Development Diary 26/04/2021: Implemented different damage level for enemies Different damage level for each type of enemy: to hit the enemy in the video below with the basic fire, you need to hit the enemy 3 times. [ Show youtube player ]

 Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)

 Similar Threads Thread Thread Starter Forum Replies Last Post Gordon Looking for a game name ? 10 16 June 2014 19:28 digiflip Amiga scene 61 23 November 2013 16:41 cpiac64 support.Hardware 3 24 September 2011 10:35 ppill News 60 16 September 2009 00:57 dreamkatcha Looking for a game name ? 4 17 June 2002 01:23

 Posting Rules You may not post new threads You may not post replies You may not post attachments You may not edit your posts BB code is On Smilies are On [IMG] code is On HTML code is Off Forum Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home News Main     Amiga scene     Retrogaming General Discussion     Nostalgia & memories Support     New to Emulation or Amiga scene         Member Introductions     support.WinUAE     support.WinFellow     support.OtherUAE     support.FS-UAE         project.AmigaLive     support.Hardware         Hardware mods         Hardware pics     support.Games     support.Demos     support.Apps     support.Amiga Forever     support.Amix     support.AmigaOS     support.Other Requests     request.UAE Wishlist     request.Old Rare Games     request.Demos     request.Apps     request.Modules     request.Music     request.Other     Looking for a game name ?     Games images which need to be WHDified abime.net - Hall Of Light     HOL news     HOL suggestions and feedback     HOL data problems     HOL contributions abime.net - Amiga Magazine Rack     AMR news     AMR suggestions and feedback     AMR data problems     AMR contributions abime.net - Home Projects     project.Amiga Lore     project.EAB     project.IRC     project.Mods Jukebox     project.Wiki abime.net - Hosted Projects     project.aGTW     project.APoV     project.ClassicWB     project.Jambo!     project.Green Amiga Alien GUIDES     project.Maptapper     project.Sprites     project.WinUAE - Kaillera Other Projects     project.Amiga Demo DVD     project.Amiga Game Factory     project.CARE     project.Amiga File Server     project.CD32 Conversion     project.Game Cover Art         GCA.Feedback and Suggestions         GCA.Work in Progress         GCA.Cover Requests         GCA.Usefull Programs         GCA.Helpdesk     project.KGLoad     project.MAGE     project.Missing Full Shareware Games     project.SPS (was CAPS)     project.TOSEC (amiga only)     project.WHDLoad         project.Killergorilla's WHD packs Misc     Amiga websites reviews     MarketPlace         Swapshop     Kinky Amiga Stuff     Collections     EAB's competition Coders     Coders. General         Coders. Releases         Coders. Tutorials     Coders. Asm / Hardware     Coders. System         Coders. Scripting         Coders. Nextgen     Coders. Language         Coders. C/C++         Coders. AMOS         Coders. Blitz Basic     Coders. Contest         Coders. Entries Creation     Graphics         Graphics. Work In Progress         Graphics. Finished Work         Graphics. Tutorials     Music         Music. Work In Progress         Music. Finished Work         Music. Tutorials

All times are GMT +2. The time now is 09:02.

 -- EAB3 skin ---- EAB2 skin ---- Mobile skin Archive - Top