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Old 22 April 2024, 18:05   #61
saimon69
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Hope acidBottle will be able to overcome the snake problem and go on -_-
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Old 23 April 2024, 00:33   #62
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Quote:
Originally Posted by saimon69 View Post
Hope acidBottle will be able to overcome the snake problem and go on -_-
He has all the assets i ripped for him (all the frames for the snake).

Animating it will be fun and complicated
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Old 23 April 2024, 11:09   #63
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Still not sorted out the snake animation, to be honest I have not tried too hard, just rough ideas that didn't quite work out.

The camera scroll did work out, works really well. Unfortunately, it seemed to break the panel elements, I suspect it is something to do with sharing a level based timer. Hope I can fix that to!

I confess am sidetracked by a SEGA Megadrive port of Wonderboy, which is going quite well. I may even be able to port that back over to Amiga which could benefit from the many adjustments made, which really improve the experience.
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Old 23 April 2024, 11:14   #64
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Is it not possible to reverse engineer the animation system from the original?

It's 68k, right?
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Old 23 April 2024, 11:16   #65
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No, it's ported using Scorpion Engine which has it's own way of handling animation frames. It's actually really flexible but this particular boss does require some extensive and mind twisting scripting!
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Old 23 April 2024, 12:28   #66
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Originally Posted by acidbottle View Post
No, it's ported using Scorpion Engine which has it's own way of handling animation frames. It's actually really flexible but this particular boss does require some extensive and mind twisting scripting!
Ah okay. I figured you'd just be using asm which I guess can require more initial effort but any convoluted stuff is automatically handled if you just blindly copy the machine code. In my case, it would likely be a learning curve to learn a new engine in order to repro stuff which I can just see right there already in front of me but I get it, if you're already familiar with a framework then you can more easily get stuff up and running and most things can be reproduced by eye anyway.
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Old 23 April 2024, 19:04   #67
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Is a fixed pattern so i suggested to do objects that use that same pattern in sequence and a small delay to simulate the snake body
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Old 30 April 2024, 18:54   #68
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Well Saimon, there is ... some progress

Colours are not correct of course! With my utmost thanks to earok for coming up with a nifty snake routine.

[ Show youtube player ]
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Old 30 April 2024, 19:14   #69
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My opinion: you need a little lower delay and higher distance between segments, probably some tweak in the pattern too, to in example do only 45 degree turns so to look more organic but you are there now! The snake is here!
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Old 30 April 2024, 20:36   #70
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Can you not just Ghidra the heck out of the program rom image?
I'm so tempted to do this for you but I can't lose focus on my own stuff or I'll never finish it.
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Old 30 April 2024, 22:41   #71
saimon69
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Considered this is made in Scorpion Engine i don't see a short term gain
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Old 30 April 2024, 22:59   #72
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Originally Posted by saimon69 View Post
Considered this is made in Scorpion Engine i don't see a short term gain
Because it takes out the guesswork? Figure out how the original does it and then just replicate the logic using your target platform's native language?
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Old 30 April 2024, 23:43   #73
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Looks more organic without parallax scroll (interferes with timings) and in proper colours. Not arcade perfect but a bit better than megadrive/genesis ver at least

[ Show youtube player ]

Tearing down the original source is a great way to imitate the effects needed, some of the tricks with scrolling have been implemented doing exactly that, or at least approximately doing what the original programmers would have done.

To incorporate the routines does require quite advanced knowledge of code however, mine is quite limited, hence using Scorp Engine in the first place.
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