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Old 17 August 2020, 14:35   #281
mrupp
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Yes, this port is really amazing! In case you change your mind, I would like to donate as well. It's so much fun!

From my tests, there are only 2 (and a half) issues left in 0.943, which I would consider of being bugs:

1. EXTEND für pl. 2 shows animation for pl. 1 (see post 220 for details & screenshot)

2. When a player re-enters the game, both texts are shown over each other on the upper left/right: "PUSH" and the score (see post 164 for details & screenshot)

2.5 If a player respawns, the last & angry enemy stops being angry (not really a big deal, maybe not worth the trouble of fixing, but then maybe it's an easy one, who knows)

Cheers & keep up your excellent work!
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Old 17 August 2020, 14:40   #282
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Originally Posted by DamienD View Post
Ok, finished the game

Only had one live left for the boss fight... he seemed a lot easier than the Arcade video I saw i.e. far less hits.

Yeah, in the Arcade you need 100(!) hits to finish the boss. This is just to generate money in the arcade on this final screen and doesn't felt good to me. So i decreased that a lot.
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Old 17 August 2020, 14:48   #283
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Originally Posted by pink^abyss View Post
Yeah, in the Arcade you need 100(!) hits to finish the boss. This is just to generate money in the arcade on this final screen and doesn't felt good to me. So i decreased that a lot.
Personally I'd say double the current amount as he dies too soon IMHO. The fight starts and is over in 30 seconds or less; and that's with one player only. With two players this battle would be a stroll in the park.

Just a few small issues with the boss fight:

a) the lightning bolt potion never regenerates after death.
b) his projectiles don't seem to hurt you when against the wall; and sometimes when walking on the bottom level also.

Edit: just played my level 100 save state again; I counted 10 hits to kill him... I would say 30 is a reasonable amount.

Last edited by DamienD; 17 August 2020 at 15:10.
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Old 17 August 2020, 15:02   #284
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Originally Posted by pink^abyss View Post
Thanks mcgeezer. You know exactly the work involved in such a project
By the way, your Bomb Jack port was one of the reasons that got me interested to do this port!


I started porting the game on May 24. Most stuff was done on rainy Sunday afternoons. The work itself was not that much. The hardest part was to figure out all the meta stuff and enemy movement mechanics that work for any of the 100 levels.


The most fun part was to figure out how to make it all work on A500 at 50fps.
Wow - really appreciated Pink that I helped spawn this onto the Amiga, really well done!

I suggest you should reconsider you stance on donations, the Amiga scene needs to get a decent ecosystem established to encourage more developers to invest time in creating games.

Graeme
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Old 17 August 2020, 15:23   #285
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Just a few small issues with the boss fight:

a) the lightning bolt potion never regenerates after death.
b) his projectiles don't seem to hurt you when against the wall; and sometimes when walking on the bottom level also.

Edit: just played my level 100 save state again; I counted 10 hits to kill him... I would say 30 is a reasonable amount.
I had mentioned this in post #249, thanks for confirming!
b) is normal, its the same in the arcade, they hurt you only if you jump

[edit] correction for b) played again the arcade as soon as I figured the saved states.. the projectiles kill you as normal... the long shots disappear just before they hit you.

Last edited by ztronzo; 17 August 2020 at 18:13.
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Old 17 August 2020, 15:25   #286
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The latest version works great, A1200/030. Did not find any bugs except could not get back from Pause.
Thanks again for the best port on any platform of this classic arcade game.
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Old 17 August 2020, 15:25   #287
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Originally Posted by mcgeezer View Post

I suggest you should reconsider you stance on donations, the Amiga scene needs to get a decent ecosystem established to encourage more developers to invest time in creating games.

Graeme

For me it does not feel right to make money out of other peoples base work, even when these works are decades old. Tho i understand of course that other people have different views on that subject.

I already make games for a living. So i'm happy to donate my amiga stuff for free.
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Old 17 August 2020, 15:28   #288
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The latest version works great, A1200/030. Did not find any bugs except could not get back from Pause.
Thanks again for the best port on any platform of this classic arcade game.

Hi, i can't reproduce the Pause issue in A1200/030. Do you run on hardware or emu?
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Old 17 August 2020, 15:32   #289
mrupp
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Originally Posted by pink^abyss View Post
Hi, i can't reproduce the Pause issue in A1200/030. Do you run on hardware or emu?
I had the same issue, only on real hardware (A1200/030), not in WinUAE. Strange...
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Old 17 August 2020, 15:36   #290
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Originally Posted by DamienD View Post
Personally I'd say double the current amount as he dies too soon IMHO. The fight starts and is over in 30 seconds or less; and that's with one player only. With two players this battle would be a stroll in the park.

Just a few small issues with the boss fight:

a) the lightning bolt potion never regenerates after death.
b) his projectiles don't seem to hurt you when against the wall; and sometimes when walking on the bottom level also.

Edit: just played my level 100 save state again; I counted 10 hits to kill him... I would say 30 is a reasonable amount.

I think its not that easy when you don't have a savegame to retry
To learn the boss on first time and to win costs a few lives and i like players to win when they come that far



a) fixed in 0.95
b) I think its tunneling. I made the collision 4 pixel bigger for 0.95
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Old 17 August 2020, 15:37   #291
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Originally Posted by mrupp View Post
I had the same issue, only on real hardware (A1200/030), not in WinUAE. Strange...

I can't reproduce in WinUAE, even with fastest possible emulation speed.
Was your screen still blinking while in PAUSE mode?
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Old 17 August 2020, 15:52   #292
mrupp
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Originally Posted by pink^abyss View Post
I can't reproduce in WinUAE, even with fastest possible emulation speed.
Was your screen still blinking while in PAUSE mode?
Yes, still blinking.
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Old 17 August 2020, 15:56   #293
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Yes, still blinking.

Can you reproduce this? Have you started from clean disk or workbench?
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Old 17 August 2020, 15:56   #294
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I think its not that easy when you don't have a savegame to retry
To learn the boss on first time and to win costs a few lives and i like players to win when they come that far
I'd have to disagree here; only lost life working out the pattern... it's not difficult at all

...but 10 hits is way too easy, especially:

a) if you have candy power-ups; you can hit him 4 - 5 times in one pass. Two passes and he trapped.
b) if there two players.
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Old 17 August 2020, 16:00   #295
mrupp
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Can you reproduce this? Have you started from clean disk or workbench?
Yes, it's reproducable on the A1200. I started from clean disk. This doesn't happen on the A500, there I can resume pressing 'P' once more.
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Old 17 August 2020, 16:00   #296
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Tiny Bubble Beta 0.95 Released

Download Link
http://www.abyss-online.de/eab/TinyBobble_Beta_0_95.adf

Fixes
  • In Endpart rogue tiles are displayed
  • In Bossfight you can loose lightning bubbles
  • Extend was show on wrong side when only player 2 was available
  • When player rejoins the hiscore panel is corrupted for current level
Thanks for playing!
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Old 17 August 2020, 16:18   #297
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Nice, off to test. Cheers again pink
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Old 17 August 2020, 16:29   #298
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Originally Posted by pink^abyss View Post
I can't reproduce in WinUAE, even with fastest possible emulation speed.
Was your screen still blinking while in PAUSE mode?
I quickly checked the keyboard interrupt: it looks like you check horizontal position when waiting for handshake, not vertical (wrong AND mask) and following reads misses AND completely. Result is very short keyboard handshake pulse.

Also read CIA interrupt register first, then write to INTREQ or you get (harmless) duplicated interrupt. INTREQ PORTS bit won't clear if CIA interrupt is still active.

And finally: or.b #$40,$bfee01 is shorter
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Old 17 August 2020, 16:34   #299
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0.95 bugs :

- Missing second bonus on many level
- Shooting and bursting bubbles on a wall give 1010pts instead of 10
- Taking pink and blue candies and you can shoot from either side of the level



- Shooting many enemies encapsuled gives you the same bonus instead of many fruits bonus with differents pts value , 500pts, 1000pts, 2000pts ..etc..

Last edited by Foul; 17 August 2020 at 16:55.
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Old 17 August 2020, 16:53   #300
pink^abyss
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Originally Posted by Toni Wilen View Post
I quickly checked the keyboard interrupt: it looks like you check horizontal position when waiting for handshake, not vertical (wrong AND mask) and following reads misses AND completely. Result is very short keyboard handshake pulse.

Also read CIA interrupt register first, then write to INTREQ or you get (harmless) duplicated interrupt. INTREQ PORTS bit won't clear if CIA interrupt is still active.

And finally: or.b #$40,$bfee01 is shorter
Thanks Toni for looking at it. Your are right (as always). Vposr is the problem. I copied the code from the forum without thinking..

//or.b #$40,$bfee01

Right, but its generated by GCC like this
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