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#1 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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Wonderboy III - Monster Lair (AGA)
So then, after Wonderboy is finished ...
Possible port of Wonderboy III (AGA) being considered. Copper bars are terrible at present, plus colours need fine tuning, I admit! Not 100% sure if do-able as needing to populate a level to check frame rates. [ Show youtube player ] |
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#2 |
Registered User
Join Date: Jun 2020
Location: Leeds, UK
Posts: 770
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Yes! Awesome work! You could always do a “whatever it takes” build and then trim it down after the fact.
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#3 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,639
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That would be wonderful
![]() Looking great already. |
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#4 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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For a moment i thought you were going to port the one in the Master System where he is turned in a dragon, guess in the future?
As usual if needed can help with the audio part |
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#5 |
Registered User
Join Date: Dec 2013
Location: Auckland
Posts: 3,561
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Looking great! :O
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#6 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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@all - Thanks for looking, is incredible what SE is now capable of doing and I'm not even an expert! Doing exactly as you suggest Mixel to see how far we can stretch this, will be AGA for sure and most AGA owners have upgrades of some kind.
Really wanted to do a shoot em up of some type, have one that is taking shape already, as a long term project, but this was quickly cobbled together to see if it would work. Have since added the snails but all other gfx will need ripping, so will need something like FFMPEG or MAME, the later doesn't always yield results. If someone can give me some pointers here I would appreciate it! @saimon, cheers again for offering, If I can get the 1st 2 levels running then will be delighted to get you on board ![]() |
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#7 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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Very early work in progress on round 1, AGA only.
[ Show youtube player ] |
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#8 |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,532
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Looks very promising
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#9 |
Registered User
Join Date: Dec 2012
Location: Greece
Posts: 303
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Awesome!!!
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#10 |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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Excellent! Look forward to seeing more
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#11 |
Registered User
Join Date: Jan 2020
Location: oslo/norway
Posts: 1,639
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This will be fantastic!! Looking forward to beta-test
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#12 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,863
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wow, looks pretty incredible!
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#13 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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Is weird, on the first stage the tune cannot do the full pitchbending on some notes; in protracker 2.3 win works correctly so i need to investigate
Last edited by saimon69; 22 July 2023 at 20:40. |
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#14 |
Registered User
Join Date: Jul 2005
Location: -
Posts: 1,707
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Nice!
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#15 |
Super Member
Join Date: Sep 2014
Location: Wakefield
Age: 49
Posts: 1,342
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Thats looking superb!
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#16 | |
CaptainM68K-SPS France
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Quote:
![]() EDIT : Sprites GFX extracted from the Arcade Board 100% EDIT 2 : Tiles extraction finished EDIT 3 : Paletting started, 40% done. Last edited by dlfrsilver; 24 July 2023 at 01:44. |
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#17 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 858
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Thanks everyone, it is some way off but have large chunks, up to round 5 done, most of the shooter sections are at early steps, bg only bar round 3 which has the boss started!
The engine is taking shape and some awkward parts are done. Progress is not swift! Cheers dlfrsilver! Have extracted a fair few but some anims are a pain, much appreciated! I resurrected the project and done a fair bit in the past week. Had to take my mind off things as my mum passed away very recently ![]() In addition, Breakthru is still ongoing and original Wboy is nearly ready for a new update ... |
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#18 |
Registered User
Join Date: Jul 2023
Location: Norway
Posts: 18
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#19 | |
CaptainM68K-SPS France
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Quote:
![]() ![]() Well on a brighter note, i have extracted all the tiles that are composing the background. The most complicated thing is the sprites priority and the background/sprite priority. 64 colors is more than enough for this game. I have refactored the tiles in 16x16, the tile format the Amiga loves the most ![]() The next step is doing the palettes. I will send you each part for each round. I have absolutely ALL the sprites frames and all the background parts ![]() |
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#20 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 725
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