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Old 19 May 2022, 22:36   #41
mcgeezer
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This looks like a decent engine.

As you're not in Dual Playfield mode I can only assume you're holding a mask of the front playfield allowing you to plot sprites either behind or in front. I tried this a while ago but couldn't get the blit minterms right, I may attempt it again.
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Old 19 May 2022, 23:35   #42
saimon69
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Quote:
Originally Posted by mcgeezer View Post
This looks like a decent engine.

As you're not in Dual Playfield mode I can only assume you're holding a mask of the front playfield allowing you to plot sprites either behind or in front. I tried this a while ago but couldn't get the blit minterms right, I may attempt it again.
The Coder is Magnus Tegstrom, will try to invite him in the thread
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Old 20 May 2022, 07:46   #43
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Originally Posted by dlfrsilver View Post
The hardest part are the 8x8 pixels tiles that would need to be reassembled into 16x16 tiles, because the 8x8 tile format is unsuited/not amiga compliant.
Why not just go with the original 8x8's and buffer into any format you require in realtime if you really need it? New data scrolls on so slowly that performance-wise it wouldn't really be noticable.

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The arcade graphics were done by Toaplan on sharp X68000 throught their Toaplan TED editor.
That's really interesting. Do you have the editor and the original datasets? I guess a x68000 emulator would run it just fine?

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We have excellent composers here, Saimon69 and Dr Metune.
No doubt it'll sound much better than my lame efforts then.

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Yes the board use a 68000. The program code was built under OS/9 for X68000 on X68000

It should normally have no C code mixed with ASM.
Yes. I seem to remember the Japanese preferred assembly language then while the Americans were already fully embracing C for their arcade games.

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Originally Posted by dlfrsilver View Post
For the music i went to another approach: there is a music player for arcade and FM synth music called Hoot; it allows to enable/disable channels on the tune and to record output as .wav, so i did use it to grab samples and then use it to redo songs in milkytracker in three channels. As you can hear from the video, they sound quite similar BUT different enough to give the port its own personality.
That's a great idea. I was wondering where you were getting those FM sounds from.
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Old 20 May 2022, 17:40   #44
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Quote:
Originally Posted by Rob68K View Post
Why not just go with the original 8x8's and buffer into any format you require in realtime if you really need it? New data scrolls on so slowly that performance-wise it wouldn't really be noticable.
The amiga is more at ease with 16x16 and 32x32 tiles. Ask Codetapper here, he will tell you that the 8x8 tiles are not amiga compliant.

Quote:
That's really interesting. Do you have the editor and the original datasets? I guess a x68000 emulator would run it just fine?
Unfortunately not :/ it would have helped otherwise.

Quote:
That's a great idea. I was wondering where you were getting those FM sounds from.
For complicated sound system (read : not easy to extract sounds), i use the M1 tool (it's a sound system program that support the arcade roms of the games). It's easy to extrack the musics and sound fx of Flying shark with it).
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Old 20 May 2022, 18:47   #45
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For no other reason other than plain general interest, I checked out here (below) and it is pretty good too.

https://vgmrips.net/packs/search?q=flying+shark
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Old 20 May 2022, 19:03   #46
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I just tried out M1 and got it working after I fiddled with .xml file to run with a chosen Neo-Geo ROM - bit painful but worked also tho

Going now but learned something new here so that is good.

Best wishes to all.
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Old 20 May 2022, 19:52   #47
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For no other reason other than plain general interest, I checked out here (below) and it is pretty good too.

https://vgmrips.net/packs/search?q=flying+shark
That's another alternative.
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Old 22 May 2022, 22:57   #48
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Hi everyone! Nice thread that i just got the link to, from Simon69. Yes i am the coder of that port you are talking about. When i started to code on it i just wanted to see if it was possible to make a 50fps version, so i needed placeholder graphics to try it out so i ripped most of the graphics out from the old port and after a couple of weeks which was my first try to code the 2 tile layer engine, i realize that it was actually possible to scroll it as smooth like i wanted it to do with enough enemies. It won't be possible to have as many enemy/player bullets as the original port, but i don't think that is necessary either if you ask me. Just the feeling of smoothness and being possible to scroll left and right like the original arcade game is an amazing feeling. I would my self rank the graphics 3 of 10 and know it can be done better if so slightly it will be worth to replace the graphics i am using now, if anyone want to work on it, i would be very excited and will of course be credited in the game for the work. The tiles i am using is 16x16 pixels which my editor can handle. Since it 2 layers i use 2 editors to make the design of the level, one is for the bottom layer and one is for the top layer like trees, roofs and bunker roof where tanks can run beneath. If the tiles which should be on top it must use color 0 which graphics will shine through from the bottom layer. The main plane is a BOB so it has to share the colors of the background and it wasn't possible to make it as a sprite like i first wanted. Bullets are sprites, those ugly i did in 3 colors and uses it's own color palette. Since the enemies should be reused on most of the levels it's hard to change the colors that they use. One or 2 colors could be change from level to level and is only used by the background tiles and not the enemies.

The link to my FB is and i will happy add anyone who helps me out with this project: https://m.me/magnus.tegstrom
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Old 23 May 2022, 17:19   #49
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Hi Magnus,

Great to hear from you and all the best with your conversion of the game.

Did you manage to extract any of the graphics from the arcade roms already?

Just interested to know whether you've had a look at how well they color reduce to a palette that's usable on the Amiga.....

Cheers,

Rob.
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Old 26 May 2022, 20:34   #50
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Thanks to moderators for changing the thread title

Last night i did grab all high scores instruments and did work on the tune, is kept together with the title tune to save space (am considering the sky shark one from NES follin but with the toaplan instruments)
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Old 25 June 2022, 21:28   #51
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Old 25 June 2022, 22:22   #52
saimon69
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You anticipated me!

Title song is the music from Sky Shark (the NTSC version) by Tim follin,
here in its Toaplan edition (using instruments from the arcade)!

Last edited by saimon69; 25 June 2022 at 22:32.
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Old 26 June 2022, 04:17   #53
saimon69
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Another Video directly from Magnus and a link to download a test ADF:

https://files.fm/u/b7xjg46gk

[ Show youtube player ]
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Old 28 June 2022, 19:17   #54
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Bombs are coming...
[ Show youtube player ]
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Old 28 June 2022, 20:49   #55
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Bombs are coming...
You are not currently logged in with a user account.
You are trying to open a folder with a link: https://files.fm/u/ff486jn5b

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Old 28 June 2022, 22:36   #56
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looking and sounding very slick
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Old 29 June 2022, 20:13   #57
saimon69
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You are not currently logged in with a user account.
You are trying to open a folder with a link: https://files.fm/u/ff486jn5b

Magnus handles that so hope will be fixed
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Old 30 June 2022, 00:06   #58
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Good initiative. However the graphics are the terrible ones coming from the ST
lol is your name Kramer
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Old 30 June 2022, 01:15   #59
saimon69
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I asked him to get in touch with Magnus to extract arcade assets so to have a better conversion, however i feel Magnus want to complete the engine first
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Old 30 June 2022, 01:23   #60
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That's pretty nice to see.
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