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Old 11 May 2021, 13:09   #221
dlfrsilver
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Quote:
Originally Posted by pink^abyss View Post
The idea is to have 'virtual' 32x32 that are still build from 16x16 tiles. This won't save tiles but will reduce your tilemap by 75%. I think Turrican2 arranged its tilemaps also this way and also many Gameboy games that had modifieable backgrounds (because Gameboy had only 8kb ram).
Often this allows then also to store the 32x32 tiles offets in 8bit instead of 16bit you maybe needed before. Each 32x32 still needs the original offsets into the 16x16 tiles of course.
The Blues Brothers on Amstrad CPC uses this system. The level maps are built from a submap made from the map built from the tileset.
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Old 22 May 2021, 11:24   #222
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Short update. I'm back at the office, and development time has been limited recently. Beta release will be delayed a bit.

Some subsystems have been reworked since last update.
* Scrolling optimisation introduced some bugs, which have been fixed.
* Collision detection for larger enemies has been reworked.
* Enemy bullet logic has also been improved.

Chip RAM usage has been reduced, so the game now fits into 500 Kb chip plus 500 Kb fast RAM.
Photon's AllInOne executable is really useful to squeeze more chip ram out of the OS.

Last edited by agermose; 22 May 2021 at 11:55.
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Old 26 May 2021, 18:12   #223
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Alpha release going out to a few testers now. Feeling excited.
(In case you're wondering, the alpha release does not have all the stages completed yet, no in-game music, and a few more things are missing).

Last edited by agermose; 26 May 2021 at 20:42.
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Old 27 May 2021, 00:17   #224
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sounding really promising. :-)
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Old 27 May 2021, 15:57   #225
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sounding really promising. :-)
Yes it's been a long time coming, but now we can see the release on the horizon.

Last edited by agermose; 27 May 2021 at 16:04.
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Old 27 May 2021, 17:41   #226
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Will the game support a 2 button joystick or compatible cd32?
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Old 29 May 2021, 01:03   #227
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Will the game support a 2 button joystick or compatible cd32?
Yes is does support 2 button joysticks. CD32 is being tested at the moment.
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Old 09 June 2021, 16:15   #228
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Got round to implementing a keyboard handler, thanks to Frank Wille for sharing his keyboard code for Solid Gold, which is a really useful starting point.
The game can now be paused, very useful for testing.
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Old 20 June 2021, 22:56   #229
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Retro32 has a small preview up on his site:
https://www.retro32.com/gaming/amiga...g-to-the-amiga
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Old 21 June 2021, 11:43   #230
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Great preview!!
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Old 01 July 2021, 14:28   #231
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Agermose please keep IRN in the loop for a heads up, as you're seriously missing out! ( Not sure why we didn't get a heads up in the first place )
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Old 01 July 2021, 14:52   #232
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Can you add music like c64 version and hacked version arcade?

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Old 05 July 2021, 13:42   #233
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Agermose please keep IRN in the loop for a heads up, as you're seriously missing out! ( Not sure why we didn't get a heads up in the first place )
Will keep you posted, from now on :-)
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Old 05 July 2021, 13:43   #234
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Originally Posted by zambot3 View Post
Can you add music like c64 version and hacked version arcade?

[ Show youtube player ]
The game will have great new in-game music created by DJ METUNE.
We did discuss the old C64 tune, which is great, but went with new music.
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Old 05 July 2021, 13:55   #235
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Progress update.

Stefan is working on the remaining attack waves, Martin on the in-game music, while I try and iron out the bugs found by the testers (AmigaGuru and Retro32).

Follow the news on AmigaGurusBlog and Retro32, some testing progress will appear there:
https://blog.amigaguru.com/
https://www.retro32.com/category/gaming/amiga


Besides fixing bugs, I'm adding some missing functionality.
The points system could only handle one bonus points, e.g. "1000" at a time. It is being rewritten to handle multiple, which occurs when the kill all POW is used on medium planes, and in a few other instances.
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Old 05 July 2021, 13:57   #236
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Amiga Bill had a short section on 1942 yesterday. He got the authors mixed up a bit :-)
We will release the game under the "Retro DNA" name. Not the same as Retro32.
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Old 05 July 2021, 14:00   #237
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June/July has been a bit slow, because of the European championships and my daughter's graduation parties. Still some work to do, but steady slow progress.
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Old 27 July 2021, 05:23   #238
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Brilliant so far!
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Old 27 July 2021, 08:10   #239
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Originally Posted by agermose View Post
Got round to implementing a keyboard handler, thanks to Frank Wille for sharing his keyboard code for Solid Gold, which is a really useful starting point.
The game can now be paused, very useful for testing.
I implemented a pause key on the gamepad, found that very convenient for testing my games. For querying CD32 controller keys, I used Asmans code from English Amiga Board.
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Old 27 July 2021, 20:35   #240
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Yesterday I caved, and bought a Windows laptop, which will replace my old Linux machine. Installed WinUAE as the first thing. Almost up and running with the new setup.
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