24 March 2021, 18:37 | #201 |
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24 March 2021, 18:39 | #202 |
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Outlines for all 32 stages are done. All the medium/large enemies, and most of the powerup waves are in there. Attack waves of small planes to be done for most stages.
This means the game is now playable from start to finish, but obviously some stages look a bit empty still. I have added a stage selector to the title screen in debug builds. Beta release is getting closer. |
24 March 2021, 20:58 | #203 |
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24 March 2021, 21:33 | #204 |
Ex nihilo nihil
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You have done an amazing work so far !
I am really eager to be able to test the beta build . |
22 April 2021, 22:37 | #205 |
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Any news ?
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23 April 2021, 04:44 | #206 |
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Really amazing job agermose, thanx for all the talented hard work. Will there be a separate enhanced A1200 version with more colors and extra music?
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23 April 2021, 12:15 | #207 |
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Internal testing going on at the moment. Found a number of bugs, and missing features that have been fixed and implemented.
Example: extra life at 20k,80k,80k+ was missing, and is now implemented. I had to make a rewrite of the stage system, to lower the memory usage of the stage files. That is now complete, and all stages have been converted to use it. Most stages still only have medium/large enemy patterns defined. During testing a slowdown to 25fps happened when the screen got really busy, so some optimizations had to be done. Working fully on this (Outrun on hold) until ready to release beta. |
23 April 2021, 12:19 | #208 | |
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The only thing that is really less colourful than the arcade is the score panel. I had to loose one or two colour nuances used mainly in backgrounds in later stages, to get it down to 32 colours. When done with the OCS version, all focus will shift to Outrun. |
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23 April 2021, 12:43 | #209 | |
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Quote:
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24 April 2021, 02:47 | #210 |
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I understand guys about a special AGA version not being done. I just thought it might be cool to add some parallax or a few bits and bobs that make it even better than the arcade version.
Last edited by Pyromania; 09 May 2021 at 19:04. |
26 April 2021, 21:35 | #211 |
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The chip memory usage is too high, and the optimisations done recently have helped, but we're still somewhat over the target. I will be rewriting the tile system, to store each set of tiles in fast RAM, then swap them to chip RAM as needed. Will take a couple of weeks to get done.
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26 April 2021, 23:31 | #212 |
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27 April 2021, 09:26 | #213 | |
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For one-axis scrolling games its often enough to copy one tile each frame with the CPU to your backbuffers and don't use chipmem at all. |
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28 April 2021, 13:37 | #214 | |
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Need to shave 15-20K more chip mem off. Should be done soon, and then an ADF file for testing on 1Mb A500 will be ready. Fixed a couple of hard to locate bugs as well. |
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28 April 2021, 15:29 | #215 | |
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Nice! Just in case you haven't thought of it yet: You can perhaps save the additional memory by using meta tiles for the tilemaps. So in case you have 8x8 tiles, transform them into virtual 32x32 tiles. This will make your tilemaps 16 times smaller while your 'internal' tiles stay the same. |
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28 April 2021, 22:25 | #216 |
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Now, this won't be a secret or anything - but I can't wait to see and play the result
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08 May 2021, 17:22 | #217 |
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DJ METUNE reduced the size of the title music. This along with a few other optimisations, got the chip memory usage below the magic 512k.
Internal testing and bug fixing still ongoing. |
10 May 2021, 17:47 | #218 | |
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10 May 2021, 18:38 | #219 |
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For AGA i would like a remake port of 1943 since is more beefy and has already parallax!
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11 May 2021, 12:31 | #220 | |
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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. |
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