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Old 15 September 2021, 11:05   #161
acidbottle
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Pac Man
Galaga
Neo Geo
Rygar
1943
Rampage
WWF superstars
Kung Fu Master
Double Dragon

Best I can do, probably 1 or 2 wrong there! Every single one a classic to, as this port/remaster is destined to be
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Old 16 September 2021, 23:38   #162
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Another update on progress...

Due to popular demand I removed the scream from the enemy hits.

[ Show youtube player ]

Coming along nicely.
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Old 17 September 2021, 08:58   #163
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Is that new character towards the end of the video someone from the Blue Oyster Bar? *g*

No, seriously, I love the new scenes, they remind me a lot of Last Ninja 2.
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Old 17 September 2021, 09:34   #164
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Is that new character towards the end of the video someone from the Blue Oyster Bar? *g*

No, seriously, I love the new scenes, they remind me a lot of Last Ninja 2.
I'm not joking, but that has made me laugh a lot! So much so that I'm gonna name him Blue Oyster in the source code.
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Old 17 September 2021, 13:16   #165
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This is getting better!
What a desire to try it!
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Old 17 September 2021, 14:20   #166
Galahad/FLT
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I'm not joking, but that has made me laugh a lot! So much so that I'm gonna name him Blue Oyster in the source code.
If this isn't sampled, I'm not buying your game

[ Show youtube player ]
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Old 17 September 2021, 15:03   #167
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I couldn't decide if he was carrying a truncheon or if he was just pleased to see me.
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Old 17 September 2021, 15:55   #168
Jack Burton
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Originally Posted by mcgeezer View Post
Another update on progress...

Due to popular demand I removed the scream from the enemy hits.

[ Show youtube player ]

Coming along nicely.



Your game looks fantastic mcgeezer !

Will you work on the classic KFM too or did you cancel it ?
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Old 17 September 2021, 17:02   #169
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Your game looks fantastic mcgeezer !

Will you work on the classic KFM too or did you cancel it ?
I hope, when you play this game you'll not really want to play Kung Fu Master anymore. But, you never know.
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Old 18 September 2021, 02:51   #170
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I hope, when you play this game you'll not really want to play Kung Fu Master anymore. But, you never know.
You know we're nostalgic assholes, if possible it would be good if we could have arcade perfect KFM and this wonderful improvement. But whatever you deliver we'll be very happy
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Old 18 September 2021, 13:31   #171
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This is looking fantastic !!!, congratulations ...
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Old 19 September 2021, 21:44   #172
mcgeezer
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Smallish update here for #19...been a busy weekend.

[ Show youtube player ]

There's two sets of sprites that live in slow ram. Both sets are 192 pixels in depth. In Chip ram I only have enough space for 1 sprite bank of 192 pixels in depth.
So what I'm doing is that at specific points I'm "streaming" the sprite banks from slow ram into fast ram which is giving a variation on the enemies.

I'd be interested to know if this technique has been used in any other Amiga games from the veteran programmers here?

Graeme
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Old 20 September 2021, 00:30   #173
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Originally Posted by mcgeezer View Post
Smallish update here for #19...been a busy weekend.

[ Show youtube player ]

There's two sets of sprites that live in slow ram. Both sets are 192 pixels in depth. In Chip ram I only have enough space for 1 sprite bank of 192 pixels in depth.
So what I'm doing is that at specific points I'm "streaming" the sprite banks from slow ram into fast ram which is giving a variation on the enemies.

I'd be interested to know if this technique has been used in any other Amiga games from the veteran programmers here?

Graeme

So you only change their head? Great!
I notice some white shirted baddies change their outfit's colour when dying...

And, what's that elbow hit? Does it plays automatically when enemies are closer than "normal punch" range or is it a move the player must choose?
Are you implementing two buttons joysiticks?


Great work, BTW!!!
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Old 20 September 2021, 00:33   #174
malko
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1:23 a sprite enemy is changing upon hitting/dying
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Old 20 September 2021, 00:36   #175
mcgeezer
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So you only change their head? Great!
I notice some white shirted baddies change their outfit's colour when dying...

And, what's that elbow hit? Does it plays automatically when enemies are closer than "normal punch" range or is it a move the player must choose?
Are you implementing two buttons joysiticks?


Great work, BTW!!!
No they don’t change shirts when dying, this is just me showing the sprite sheets are changing during game play. Look at the trousers of the sprites, they change completely as they switch in chip ram.

I dont know ehat u mean about the elbow, they are player punches. Kick with button 1 and punch with button 2.

People will need a two button joystick to play the game.
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Old 20 September 2021, 00:44   #176
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Thumbs up

Still looks great.... and appears to play really well, too. Very slick.
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Old 20 September 2021, 03:01   #177
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Quote:
Originally Posted by mcgeezer View Post
Smallish update here for #19...been a busy weekend.

[ Show youtube player ]

There's two sets of sprites that live in slow ram. Both sets are 192 pixels in depth. In Chip ram I only have enough space for 1 sprite bank of 192 pixels in depth.
So what I'm doing is that at specific points I'm "streaming" the sprite banks from slow ram into fast ram which is giving a variation on the enemies.

I'd be interested to know if this technique has been used in any other Amiga games from the veteran programmers here?

Graeme
You mean using slowram as a cache for the sprite data and copying to chip ram on demand?

By "sreaming" are you saying its done/copied within a VBL?
Just trying to understand what youre doing.
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Old 20 September 2021, 08:23   #178
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Quote:
Originally Posted by mcgeezer View Post
So what I'm doing is that at specific points I'm "streaming" the sprite banks from slow ram into fast ram which is giving a variation on the enemies.

I'd be interested to know if this technique has been used in any other Amiga games from the veteran programmers here?

Graeme

Good idea! I used that in two games too:

'Tiny Bobble'
I copied the player animation frames from slowram to chipmem as needed. As the game had tons of animations and a two player mode (and 2nd player had a different color) it was simply not possible to have everything in chipmem.
To spread the cpu load I think I copied the player images on even frames for player one and on odd frames for player two.

'Tinyus'
There i unpacked new enemy gfx from slowmem to chipmem while the game was running. I used doynax, which is fast enough for the job. Although the game could halt for a frame (on A500) people didn't seem to notice
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Old 20 September 2021, 08:56   #179
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Quote:
Originally Posted by mcgeezer View Post
Smallish update here for #19...been a busy weekend.

[ Show youtube player ]

There's two sets of sprites that live in slow ram. Both sets are 192 pixels in depth. In Chip ram I only have enough space for 1 sprite bank of 192 pixels in depth.
So what I'm doing is that at specific points I'm "streaming" the sprite banks from slow ram into fast ram which is giving a variation on the enemies.

I'd be interested to know if this technique has been used in any other Amiga games from the veteran programmers here?

Graeme
Thought about it, since on the A500 you always have plenty of slow and never enough of chip.

Could avert it so far, though.
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Old 20 September 2021, 09:57   #180
mcgeezer
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Originally Posted by pink^abyss View Post
Good idea! I used that in two games too:

'Tiny Bobble'
I copied the player animation frames from slowram to chipmem as needed. As the game had tons of animations and a two player mode (and 2nd player had a different color) it was simply not possible to have everything in chipmem.
To spread the cpu load I think I copied the player images on even frames for player one and on odd frames for player two.

'Tinyus'
There i unpacked new enemy gfx from slowmem to chipmem while the game was running. I used doynax, which is fast enough for the job. Although the game could halt for a frame (on A500) people didn't seem to notice
This would probably be even better for my needs. I don't suppose you have a built exe for the packer do you? I've found the source to depack but I need the packer.

Thanks, Graeme
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