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Old 04 November 2021, 18:10   #41
jotd
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hey, not sure remaking an arcade 8-way scroller on the amiga has been done 1:1. There were good commercial attempts but 1) this was a full time job 2) commercial 3) a long time ago when people cared 4) not 1:1, just rush-it-xmas-is-drawing-near kind

So you asked for all that trouble
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Old 22 November 2021, 16:46   #42
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jotd: Well the rush for xmas isn't happening with this project but I'm still plodding along.

To fix the screen split issue mentioned in my last post, I changed the shape of the screen buffer from "O" (where the top and bottom fill rows and left and right columns are not shown on screen) to a "U" shaped buffer (where the bottom and top fill rows are both at the bottom of the buffer). This greatly simplified the vertical split and made it so it moves continuously up and down. When the top of the split reaches the top of the screen, it resets. Naturally, changing the shape of the buffer from "O" to "U" changed the way a lot of the scrolling worked.

Diagonal scroll had issues in the "corners" of the buffer. The source block seemed to always come from one map block (16 tiles) higher when scrolling down, and 16 tiles lower when scrolling up.

I solved this (95%) by: doing double-high blits (two blocks) in the fill column when doing a horizontal scroll and then replacing a single block when doing a diagonal blit during the vertical scroll. 95% (93.75% to be exact) because a "double-high" blitted block will run into the vertical split boundary. I haven't yet written the code to separate the blit into two blocks--one for the top of the split and one for the bottom.

Solving that, there's another issue I talked about a while back--"unblitted blocks." It wasn't a problem before because the map source was only 16 tiles high. The source was the same if you stopped a horizonal scroll, scrolled up or down, and then scrolled in the other horizontal direction. If you scroll to the right, stop, scroll up a few rows, then scroll left--some of the blocks that were partially blitted in the right blit show up on the left column as messed up. Same when scrolling to the left, move up/down, and then to the right.

The last issue is the savewords. Similar to the 16 tile high map source issue... I think I just have to adjust the row of the saveword.

So: No xmas Black Tiger (sorry ), still working and making progress... etc. Also going to be spending the holidays in Jamaica, so there will be limited work done after the middle of December until the new year.
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Old 07 January 2022, 08:22   #43
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Back from the holidays?
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Old 13 January 2022, 19:07   #44
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Quote:
Originally Posted by saimon69 View Post
Back from the holidays?
Sort of. Am starting a different position at work, so it's been tricky to find time for the game/code (since I work from home). I should be able to start working on the game code again starting next week. I want to re-assess things in the next few days; am thinking about re-writing the scroll code from the ground up. After going back and very carefully following ScrollilngTricks.lha, I noticed that the scroll code (in general) started to work much better.

However; because of things like how I originally implemented X/Y (map position vs video position) some of the algorithm is incompatible . I end up with off-by-one bugs... which isn't quite good enough. The current state of the 8-way scroller is "nearly working"... but it needs to be rock solid. Also have to take into consideration performance (though premature optimization is a no-no).

The code will be better the second go-round and things can move forward after that.
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Old 28 January 2022, 18:46   #45
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Zeus did post Black Tiger as Shit Game Time today so i did a link to this thread, expect visitors ^^
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Old 12 February 2022, 00:21   #46
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Quote:
Originally Posted by chadderack View Post
Sort of. Am starting a different position at work, so it's been tricky to find time for the game/code (since I work from home). I should be able to start working on the game code again starting next week. I want to re-assess things in the next few days; am thinking about re-writing the scroll code from the ground up. After going back and very carefully following ScrollilngTricks.lha, I noticed that the scroll code (in general) started to work much better.

However; because of things like how I originally implemented X/Y (map position vs video position) some of the algorithm is incompatible . I end up with off-by-one bugs... which isn't quite good enough. The current state of the 8-way scroller is "nearly working"... but it needs to be rock solid. Also have to take into consideration performance (though premature optimization is a no-no).

The code will be better the second go-round and things can move forward after that.
Hello Chadderack, any news ?
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Old 25 February 2022, 02:50   #47
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I necro this too and check the pulse
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Old 26 April 2022, 17:23   #48
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Bumping the thread! how is it going?
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Old 30 April 2022, 11:04   #49
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@chadderack

What do you think of this conversion of the 1st stage music?



https://soundcloud.com/user-87494413...social_sharing
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Old 30 April 2022, 20:55   #50
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I did one too last year as a pitch, based on samples grabbed from Hoot; the time to make a video for youtube and will be there - came out a BIT fatty on size due to chords though -_-
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Old 30 April 2022, 21:59   #51
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@chadderack

What do you think of this conversion of the 1st stage music?



https://soundcloud.com/user-87494413...social_sharing
Superb music conversion. WOW
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Old 30 April 2022, 23:30   #52
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yes, it's really great!!
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Old 30 April 2022, 23:52   #53
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@chadderack

What do you think of this conversion of the 1st stage music?



https://soundcloud.com/user-87494413...social_sharing
Blimey that's very faithful. Good job
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Old 02 May 2022, 07:14   #54
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And here is my version, that i sent to Chadderack as Proof of Concept: protracker three channel, mod includes also dungeon - 129k
[ Show youtube player ]
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Old 02 May 2022, 15:04   #55
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@chadderack

What do you think of this conversion of the 1st stage music?

https://soundcloud.com/user-87494413...social_sharing

Very close to the original!
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Old 02 May 2022, 15:27   #56
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He is a mod machine that IM76 Castlevania is great!
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Old 25 June 2022, 22:20   #57
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any news on this awesome project ?
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Old 25 June 2022, 22:38   #58
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nothing Hope things will develop soon
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Old 10 December 2022, 14:00   #59
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Hi Chadderack !
Hope you're doing well ! Can't wait to see this project come to life !
Although Black Tiger was a bit jerky (to say the least) on the Amiga, it had a certain charm that kept me hooked on it...
Best of luck with this !!!
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Old 14 July 2023, 18:11   #60
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I'm also really hoping for a decent Amiga remake of Black Tiger.
This arcade was my first video game, even before the C64.
When I tried the Amiga version, I needed an emergency chaplain right away. I loaded a familiar game right after that, because I thought the Amiga was broken.
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