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Old 02 October 2021, 20:55   #121
saimon69
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Quote:
Originally Posted by rothers View Post
If he's abandoned it I'm tempted...
Well i have the audio assets in case
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Old 02 October 2021, 21:48   #122
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Quote:
Originally Posted by rothers View Post
If he's abandoned it I'm tempted...
Go on with it.
Better, at the end, to have two version instead of none
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Old 03 October 2021, 12:22   #123
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maybe wait for a reply or choose a different game.
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Old 03 October 2021, 12:35   #124
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plan the development so it doesn't stop after a demo
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Old 03 October 2021, 14:37   #125
rothers
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I'd go about the engine in a very different way. I see no reason why it can't be near arcade perfect at least on the first 2 levels. 32 colours, I'd also hack in that parallax part. Robo and bullets would use sprites.

The way the levels have 'stop points' (robo getting his gun out, smashing down doors etc) I think the levels should be drawn at that point so a tile based scrolling engine isn't needed.
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Old 03 October 2021, 19:06   #126
saimon69
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You might still need it to save some RAM though; the map structure is tile friendly
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Old 03 October 2021, 20:24   #127
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seko said he's on summer vacation and presumably things will resume when he returns.

I'm not sure why anyone thinks it's abandoned, or why there's discussion of another version.
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Old 03 October 2021, 20:40   #128
saimon69
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Because is not the first time he start stuff and then drops it, see Kung Fu Master - if he is not careful Seko will become known as the eastern Amiten... ^^
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Old 04 October 2021, 20:37   #129
rothers
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Quote:
Originally Posted by saimon69 View Post
You might still need it to save some RAM though; the map structure is tile friendly
Oh I'd still draw it from tiles, just choosing carefully when to update it.

Level 1, when robo gets the gun out - during that 'scene' i'd redraw - I'd also use the spare sprites before the gun is available to do the parallax of the city.

Level 2, on the door smashes - update then.

Level 3, on the lifts.

Etc. Should add some much need spare cpu.

Pretty sure it can be arcade perfect graphics wise with 32 colours - also pretty sure I can get quite a few baddies on the screen without having to do the tile scrolling.

Ideally it would be a little better than the arcade.

(I'm also curious about trying to use some spare colours to fake a parallax effect with colour cycling).
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Old 07 October 2021, 13:42   #130
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If i'm going to do this I have some blitzbasic questions (I've never used it before).

Can you set the visible screen area to less than the screen width (robocop has a narrow screen).

Is it faster than AMOS which I'm more familiar with?

I'd love to write this in ASM but I don't think I have the time, so I'm going for high level if I'm doing it. TBH aside from the parallax (which I have an idea for) there isn't much taxing stuff in Robocop.

I've got a load of little ideas to make this better than the arcade too, inc more gore to be more true to the film!
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Old 07 October 2021, 18:08   #131
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Try to jump on the amigagamedev channel on discord, colin vella (the coder of Super Metal Hero, made in blitz too) shows there and might help you
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Old 11 July 2022, 19:28   #132
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My computer is infected with some kind of virus. I had no backup. source code file is infected. I did not save him. so only executables have amiga adf images. I have initial source codes but it doesn't work. the virus encrypted all the files in my hdd and backup. All game source codes are encrypted in txt format. I am very angry with the virus. I formatted the whole hdd and computer system. unfortunately this is the case.i dont finish KFM and Robocop
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Old 12 July 2022, 09:22   #133
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That is horrible news. So sorry to hear it
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Old 12 July 2022, 12:43   #134
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That's very sad story, sorry to hear that. It was such a promising project. I wonder how did You catch that virus?
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Old 14 July 2022, 18:49   #135
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Hi seko, I'm really sad for you about what just happened to you...
Have you tried scanning the hard disk with VirusZ III with the latest xvs.library (Boot, files and sectors)?
The data that viruses have encoded, can usually be decoded with this antivirus.
In the worst case, you could have asked Georg Wittmann for assistance.
The problem is that there is no indication that the source of the virus contamination was on the hard disk. It could very well happen again.


It can also be helpful to have a troubleshooting disk :
https://www.vht-dk.dk/amiga/vz/vz.htm
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Old 14 July 2022, 19:17   #136
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Sad news indeed.
I think he is referring to a PC virus?
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Old 14 July 2022, 19:46   #137
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Sad news indeed.
I think he is referring to a PC virus?
Indeed, this is most probably the case...I still imagine Amiga developers working on Amiga, like in the good old days, even if this is not the case anymore. I must be too nostalgic ^^
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Old 14 July 2022, 20:36   #138
saimon69
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Indeed, this is most probably the case...I still imagine Amiga developers working on Amiga, like in the good old days, even if this is not the case anymore. I must be too nostalgic ^^
Well there are better dev tools on PC seemingly, but they interact with amiga tools on emulation too
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