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Old 14 August 2020, 12:47   #61
ztronzo
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Quote:
Originally Posted by Foul View Post
i confirm it was
I did an edit to my previous message! As I saw 2 different behaviours, so I was sure I found bug with the bubble popping.

Last edited by ztronzo; 14 August 2020 at 12:53.
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Old 14 August 2020, 13:05   #62
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Hello Pink Abyss, i gave tiny bobble to my programmer pal CNGSOFT, who did the new BB port on CPC, and while it's all good on the graphic side and sound, he noticed the game logic is missing many things.....

I wonder if there is a site referencing somewhere the inner mechanics of BB arcade.....
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Old 14 August 2020, 13:18   #63
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Awesome effort!

I'm interested how you are matching the behaviour of the arcade game? Only by eye? Or by code disassembly? What is your criteria for matching?

For me, to echo the above thoughts, movement and gameplay doesn't quite feel or look arcade-correct right now.
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Old 14 August 2020, 13:24   #64
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Originally Posted by dlfrsilver View Post
I wonder if there is a site referencing somewhere the inner mechanics of BB arcade.....
only two similar to this

https://www.gamasutra.com/view/news/...les_design.php

https://tjasink.com/games/bb/
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Old 14 August 2020, 13:37   #65
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It seems to run nicely on my A500

[ Show youtube player ]
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Old 14 August 2020, 14:05   #66
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Originally Posted by gingerbeardman View Post
Awesome effort!

I'm interested how you are matching the behaviour of the arcade game? Only by eye? Or by code disassembly? What is your criteria for matching?

For me, to echo the above thoughts, movement and gameplay doesn't quite feel or look arcade-correct right now.

Its just a hobby project, it's not arcade perfect. My motivation was to create a better version then the orignal amiga one.
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Old 14 August 2020, 14:08   #67
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Originally Posted by dlfrsilver View Post
Hello Pink Abyss, i gave tiny bobble to my programmer pal CNGSOFT, who did the new BB port on CPC, and while it's all good on the graphic side and sound, he noticed the game logic is missing many things.....

I wonder if there is a site referencing somewhere the inner mechanics of BB arcade.....

I guess my version misses 50% of the game logic. C64 or Amiga version missed around 90% or even more.. the game has many layers.. you need to decide how deep you want to go when porting
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Old 14 August 2020, 14:08   #68
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Originally Posted by Aladin View Post
Big thank you.

How to exit the game with an hdd launch?

You can press both mouse buttons to exit the game.
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Old 14 August 2020, 14:09   #69
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It's not just great, it's the best un-emulated version around, surpassing the previous best one-the Master system (the PS1 is not entirely faithful to the original)

PS ok i think there was an x68000 but that was japan only

Wow, thanks for the compliment.
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Old 14 August 2020, 14:10   #70
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Originally Posted by Predseda View Post
The bubbles are difficult to burst, in some levels it is almost impossible. In older BB version you just exposed your spiky back to a bubble and it got pierced. Here I do anything I can and I can not burst it, time to time.

I also found a bug - in two player mode. When player one (Bub, green one) is dead, at the beginning of next each level his dragon is shown with the sign Push 1p for a short time. But after this sprite disappears, incoming bubbles keep bursting like the player sprite is in place. It means if the bubbles go around left bottom corner, they are popped by nothing.

Thanks for the bug report! I will try to find the cause.
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Old 14 August 2020, 14:11   #71
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Originally Posted by ztronzo View Post
Great job!!! Amiga version was nice but this is close to perfect!!!
(I added the beta version to be available also on AmigaLive!)
One thing missing from the sfx is springy sound when bouncing off a bubble. Not sure if the arcade had it though as I mostly played the C64 and Amiga versions.

BTW, is there a reset or pause key?

[edit]
one more thing I noticed is that the bubbles do not pop when they hit you from behind on the spikes when you are facing to the left... but they do pop when they hit your back spikes when you are facing to the right...

Thanks for the bug report. I try to fix it.

Last edited by pink^abyss; 14 August 2020 at 14:50.
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Old 14 August 2020, 14:14   #72
dlfrsilver
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Quote:
Originally Posted by pink^abyss View Post
I guess my version misses 50% of the game logic. C64 or Amiga version missed around 90% or even more.. the game has many layers.. you need to decide how deep you want to go when porting
Do you mean it would be not possible to add the 50% missing ?
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Old 14 August 2020, 14:15   #73
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Quote:
Originally Posted by pink^abyss View Post
Its just a hobby project, it's not arcade perfect. My motivation was to create a better version then the orignal amiga one.

Already done with the beta
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Old 14 August 2020, 14:36   #74
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If someone manages to beat level 97, let me know. The trick with the lightning bubble, shown here (time 1:38 and far) doesn't work, the lightning bubble just doesn't go up to kill the last monster.

[ Show youtube player ]

Additionally, I found another bug: in 2player mode in hurry up the skull monster gets killed when it hits Bob (blue dragon, player 2).
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Old 14 August 2020, 14:43   #75
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Originally Posted by saimon69 View Post
Am a darn picky man but you could do the dragons transition in the bubble between stages like in the arcade :P

You are picky, but you are right Well, i was not able to fully port the scene because of chipram limits. I hoped nobody would notice the little trick i made, by delaying the dragons until the level was scrolled in..
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Old 14 August 2020, 14:46   #76
pink^abyss
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Originally Posted by Predseda View Post
If someone manages to beat level 97, let me know. The trick with the lightning bubble, shown here (time 1:38 and far) doesn't work, the lightning bubble just doesn't go up to kill the last monster.

[ Show youtube player ]

Additionally, I found another bug: in 2player mode in hurry up the skull monster gets killed when it hits Bob (blue dragon, player 2).

Ad, didn't knew that trick. I used this action to finish the level:
[ Show youtube player ]


I played through all levels. As long i didn't break something they should all be possible to solve

Last edited by pink^abyss; 14 August 2020 at 14:55.
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Old 14 August 2020, 14:50   #77
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Originally Posted by dlfrsilver View Post
Do you mean it would be not possible to add the 50% missing ?

It's just a lot of time you need to invest. However, when looking at most other ports i'm quite happy how mine turned out and i'm satisfied. And i think only few players would realize/see the additions anyway
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Old 14 August 2020, 14:51   #78
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I remember using about 100 or more credits using mame to beat levels 97 to 99... sooooo annoying
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Old 14 August 2020, 14:58   #79
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You can press both mouse buttons to exit the game.
Thanks, exit nice working now with whdload generic slave
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Old 14 August 2020, 14:59   #80
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Really cool, although I'm missing the great title tune by David Whittaker
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