04 July 2020, 20:24 | #21 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,893
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Sounds like you're all set up for hardware scrolling as opposed to screen copying (which will be slow). I know how to do it in Blitz Basic but it's a long time since I played with Amos. Found this thread for you which looks like it will help:
https://eab.abime.net/showthread.php...ight=scrolling Seems to me like a very minor change to your source code will reap good rewards! |
05 July 2020, 01:12 | #22 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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Great work. What tool did you use to convert to .abk files or did you just load it as .iff? There seem to be some AMOS masters on this site.
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05 July 2020, 10:28 | #23 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 411
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Quote:
The player and enemy characters on screen are actually 4 or 5 Bobs stacked on top of one another and are synced to move together. The theory is that there's less transparent pixels to check for, rather than if it was just one solid box, although there's more code to handle them. For the sound effects, I downloaded them in wav format then exported them from Cubase to 22000Hz (I think) 8-Bit and then converted them to .iff using Goldwave. I then just used the Amos sample editor to test them and save that as an .abk file. I used the Amcaf "PT Sam Play" instruction to trigger them off and pitch shift as needed I think that's it. |
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07 July 2020, 19:55 | #24 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
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Update: 2 Enemies on screen
Thought I'd post a little update.
[ Show youtube player ] Now got two enemies on the screen, and a new "stomp kick" move as well. Had to write a lot of variable swapping stuff for the two enemy objects to read the same movement pattern code block, but at least it works. The enemies have a bit more of a prowl on their movement now and will stop or back off randomly. This is now running on 68000 OCS setting, but it's jammed on Fastest Possible as the Amos for Windows program won't boot if it's set to cycle exact. Had to disable the HUD screen too as it was causing some slowdown and the sprite flicker is Frapps again, but apart from that all is good. There's a bit of music in the code too, but I haven't finished it yet so it's just disabled for now. Cheers! |
07 July 2020, 20:38 | #25 |
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Great progress! Congrats!
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07 July 2020, 20:40 | #26 |
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Join Date: Jul 2015
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Looks GREAT!
Scrolling is so nice now. Gameplay and punches looks (and sounds) so satisfying and rewarding. I can test for you, when you want, how it will work on real Amiga 500, but 14Mhz (with Aca, I can't go lower). Or even better, if someone could test it on 7Mhz, it would be even better. |
07 July 2020, 20:49 | #27 |
Puttymoon inhabitant
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Thats fantastic progress in just few days!
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07 July 2020, 21:25 | #28 |
Super Member
Join Date: Sep 2014
Location: Wakefield
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Nice improvements there. Would be great to play this on my A500.
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07 July 2020, 21:34 | #29 |
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Location: Greece
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Awesome progress there!
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07 July 2020, 21:39 | #30 |
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Location: Poland
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Amazing! You should continue.
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07 July 2020, 22:13 | #31 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 411
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Thanks everyone. Yeah I'll probably put out a test version when I get it more playable, and providing it doesn't grind to a halt when I add a third enemy (or God forbid - a second player).
I'm currently trying to wrestle with the audio aspects. 4 channels for both music and sound effects really isn't a lot to work with and it's tough to make choices, especially concerning Koshiro's music. I know there are tricks to simulate more channels, but supposedly they are CPU intensive, so it's going to be a hard call. |
07 July 2020, 22:38 | #32 |
Puttymoon inhabitant
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CD soundtrack?
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07 July 2020, 22:42 | #33 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 411
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07 July 2020, 22:51 | #34 |
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Join Date: Nov 2019
Location: Greece
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I might be able to give it a shot with the music and there are some Amiga protracker wizards here, like saimon.
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07 July 2020, 23:09 | #35 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 411
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I'm a musician myself so I'm fine for composing. Just wish there was a bit more to work with. I made a big bunch of lovely synth samples from a few Korgs, so looking forward to trying them out.
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07 July 2020, 23:12 | #36 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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If you want a megadrive feeling, don't underestimate Deflemask as instrument generation tool, though
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07 July 2020, 23:12 | #37 |
Registered User
Join Date: Nov 2019
Location: Greece
Posts: 992
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Great stuff there, mate! ProTracker can work wonders around the restrictions, if you know the way. I am still learning, myself.
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07 July 2020, 23:25 | #38 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 411
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Quote:
I'm using Protracker 2 Clone for Windows which at least has mousewheel support, so that's a small saving grace. Wish it had MIDI import functionality like Arkos Tracker for the Amstrad though. Still, it's a good challenge! |
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07 July 2020, 23:29 | #39 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 411
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Quote:
I'd like to try Megadrive games at some point. There's a dev suite that lets you write games in C which interests me, so it may be a good companion. Assembler is still a bit beyond me. |
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07 July 2020, 23:30 | #40 |
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Location: The Netherlands
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I'm pretty sure I heard a friend of mine talk about how some versions of Protracker allowed you to attach a midi keyboard to enter notes with a few years back. And I definitely recall using MED or OctaMed and entering notes on an "virtual music sheet" rather than in tracker mode.
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