12 October 2022, 14:27 | #61 |
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Your first half point was a low punch, but the game says front kick!
Anyway, it's really awesome. Was a big fan of the arcade and this seems to turn into something bringing me back to the amiga... :-P Thanks, Giacomo. |
19 October 2022, 00:20 | #62 |
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Any chance you can/will make the sprite sheets available?
I have always wanted to compare the frames with exploding fist. cheers Steve |
10 April 2023, 10:26 | #63 |
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Gameplay - WIP/test:
[ Show youtube player ]
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10 April 2023, 11:09 | #64 | |
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Source & assets is available from the start at https://github.com/jotd666/karatecha...ee/main/assets You have a .png file then in "moves" you have all frames for player. You see why no beta version has been released. Bugs, bugs and bugs. |
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11 April 2023, 00:34 | #65 |
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Wow @jotd! You are on fire! More ports to Amiga, great!
Not you maybe or yes.. do you think Tetris (Arcade Version) could be possible to port? |
11 April 2023, 07:28 | #66 |
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no, it's an old project that I was trying to resurrect. But it's a long way to a beta release (as the video shows, even if it sounds and looks great)
It's been advertised on indie retro news, but it's really a work version for Toni. Try to play it you're going to be VERY surprised because ATM it's broken beyond repair. it's actually a good idea. Existing versions aren't very faithful. I checked tile rips online and they are scarce. If I re-made it I would need to create the dancing character for instance. No way I'm doing a half-assed version. Last edited by jotd; 11 April 2023 at 22:00. |
11 April 2023, 17:11 | #67 |
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12 April 2023, 18:02 | #68 | |
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Amiga deserve a good tetris port. Regards! |
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17 May 2023, 15:37 | #69 | |
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17 May 2023, 16:22 | #70 |
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It would take some crazy logic to do in Scorpion, but then again, I have seen a sokoban demo in the works so I guess anything is possible!
Is well worth watching the Tetris movie to see how crazy the licensing for that game was, if you didn't already know. |
17 May 2023, 23:09 | #71 | |
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For me, the best version of the game is the Arcade version, which was never ported to any home system and if someone dares, if it were made for the Amiga, it would be the first computer version! Who wants to make history? |
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29 July 2023, 12:16 | #72 |
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Resurrecting this old project just because no9 created the full music and it's excellent.
Also because my transcoding tools & my transcoding experience with all the successful ports are seriously improving. The project has restarted with the same approach as Pengo, Galaxian, or Xevious, with the help of Mark for the sprite/tile rips. It's been difficult to even boot the damn thing because of their custom multitasking system (yes!) that can animate things and suspend the context to switch to another one. Now the game shows the highscores and sprites are even beginning to work. Buggy screenshot where sprite coordinates are off, no sprite erase (not implemented), but tiles are working and the sprites are moving even the code hasn't been fully reversed and I don't even know where it's done in the thousands of lines I have converted My new approach is convert first, then understand, then debug. |
29 July 2023, 12:21 | #73 |
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29 July 2023, 14:51 | #74 |
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Great! Keeping my fingers crossed!
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29 July 2023, 16:36 | #75 |
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Never checked out Karate Champ before and wow! Those animations are pretty damn impressive for the time!
Cool project, look forward to seeing more I think if I were to take this on myself I'd just study the gameplay real hard and re-implement it from scratch tbh. I imagine the gameplay isn't so complex that you couldn't learn the ins and outs of it by well, empirical analysis. But then, my programming skills are nowhere near solid enough to make sense of other games' codebases from the 80's I think. |
29 July 2023, 17:50 | #76 | |||
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Quote:
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when you say codebase, you mean "raw block of disassembly containing code+data+tables". The first step for this game was some solid reverse engineering of most parts (except sound). It's not complete yet but I'll do it as I'm progressing. For instance my other future project (Galaga) will be easier because the game has already been fully reversed from binary to Z80 source. It's supposed to assemble 100% into the original binaries!! |
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29 July 2023, 18:20 | #77 | |
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29 July 2023, 21:25 | #78 |
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I"d prefer start from a game that has already been reversed, but they're rare, and if you really want to convert a game 1:1 gameplay wise, it's often a mandatory part of the process. Fortunately, most of those games are Z80 so this is the processor to master.
But we're talking about "only" 64k of ROM. For instance reversing Rastan or another game from that era is probably a different challenge. |
18 August 2023, 23:38 | #79 |
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I've published a video of the new version of the game:
[ Show youtube player ] Also zoned a very early alpha version with a lot of bugs & crashes, also slow, but game is playable up to a point (bull stage is buggy and may crash the machine). ATM it needs 2MB of memory so no A500/1MB. I'll try to reduce that. Also game will be slow on real machines without fastmem for the moment. As always before I add better controls: 5 inserts coins, 1 or 2 start games. It also needs CD32 joypads and on real CD32 joypads you'll find that the controls are awkwards because of a different position on WinUAE joypads. But it's a start. Controls are joystick + buttons (2nd joystick). There's a practice mode that shows most of the moves. Last edited by jotd; 18 August 2023 at 23:45. |
19 August 2023, 00:01 | #80 |
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Nice! Remember this game from the arcades. Looking forward to try it out. Great job!
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