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Old 04 July 2020, 20:24   #21
Havie
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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!
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Old 05 July 2020, 01:12   #22
redblade
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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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Old 05 July 2020, 10:28   #23
Brick Nash
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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.
For the Bobs I wrote a sprite grabber which loads the images off an .iff sheet into the object bank using a Data table for the size of each image. I just saved it as an .abk file from the object editor. The backgrounds were done using a similar program which grabs the tiles off of a tile sheet into the Icon Bank (constructed later with TOME 4), although that was simpler as all the images are the same 16x16 size.

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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Old 07 July 2020, 19:55   #24
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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!
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Old 07 July 2020, 20:38   #25
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Great progress! Congrats!
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Old 07 July 2020, 20:40   #26
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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.
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Old 07 July 2020, 20:49   #27
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Thats fantastic progress in just few days!
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Old 07 July 2020, 21:25   #28
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Nice improvements there. Would be great to play this on my A500.
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Old 07 July 2020, 21:34   #29
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Awesome progress there!
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Old 07 July 2020, 21:39   #30
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Amazing! You should continue.
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Old 07 July 2020, 22:13   #31
Brick Nash
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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.
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Old 07 July 2020, 22:38   #32
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CD soundtrack?
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Old 07 July 2020, 22:42   #33
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CD soundtrack?
Haha! That would be nice, but I'm trying to target OCS/ECS machines. I wish they had given the A500+ or the A600 six, or even eight channels.
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Old 07 July 2020, 22:51   #34
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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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Old 07 July 2020, 23:09   #35
Brick Nash
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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.
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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Old 07 July 2020, 23:12   #36
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If you want a megadrive feeling, don't underestimate Deflemask as instrument generation tool, though
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Old 07 July 2020, 23:12   #37
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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.
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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Old 07 July 2020, 23:25   #38
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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.
Truth be told, I hate trackers. Or at least, the GUI. I find it a very clumsy way to make music, but then again I've been spoiled by years of piano rolls and sequencers. I'm sure it was great for the time, but I just find it annoying and archaic.

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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Old 07 July 2020, 23:29   #39
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If you want a megadrive feeling, don't underestimate Deflemask as instrument generation tool, though
Cool, I'll check it out. I heard Renoise is good too, but I'm not sure of the compatibility with the Amiga.

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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Old 07 July 2020, 23:30   #40
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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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