29 November 2019, 21:08 | #41 |
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Cool!
Suggestion. It would be great if there where an alternative soundtrack/sfx. The original arcade sound effects are ear crushing horrible. |
29 November 2019, 21:39 | #42 |
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Looks amazing indeed!!!
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30 November 2019, 05:34 | #43 |
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Arcade game(and nes) uses a constant array of time steps for enemies X Velocity,Y Velocity,Animation Frame,should be quite easy to duplicate.
Last edited by OmegaMax; 30 November 2019 at 06:10. |
01 December 2019, 11:55 | #44 |
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Quick update.
Been working on enemy spawn and movement algorithms. Nightshift has done some samples. I'm switching over to getting the samples to play in the game. I seem to have lost my old sfx code. Frank Wille's ptplayer looks promising. Will probably do the player fire next, to test the samples. |
02 December 2019, 21:36 | #45 |
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Player bullet code done, but ran into some problems with ptplayer. No audio when playing a sample :-(
Update: Got Nightshift’s sfx working now. Disabling audio dma in the copperlist is a bad thing. Some cleanup to do, video progress to come. Last edited by agermose; 04 December 2019 at 12:39. |
04 December 2019, 21:02 | #46 |
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New progress video.
[ Show youtube player ] |
04 December 2019, 22:00 | #47 |
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Video unavailable
This video is private. |
04 December 2019, 23:17 | #48 |
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04 December 2019, 23:22 | #49 |
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nice video
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06 December 2019, 11:16 | #50 |
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Great stuff.
Thank you for doing this. |
12 December 2019, 17:55 | #51 |
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Been away for some time, so no progress lately.
Started working on it today and re-organised the code, but introduced some weird flickering, which I need to sort out. Update: Sprite DMA got turned on by accident. Problem solved. Last edited by agermose; 12 December 2019 at 18:07. |
14 December 2019, 01:28 | #52 |
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Back to actual development.
Converted some enemy sprite data and put a few of them in a simple enemy movement. Still needs a lot of work in enemy spawn and movement algorithms. Also enemy planes need to appear and disappear gradually on screen, not just dump onto screen. [ Show youtube player ] |
23 December 2019, 02:14 | #53 |
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Here's a Christmas present for all 1942 fans. Enjoy.
This progress video shows enemies entering and leaving the screen smoothly. Since my last update I also started working on the character layer. This video shows "1UP" only, but the rest should follow soon. After Christmas I'll probably get into animating the player plane, and enemies. [ Show youtube player ] |
23 December 2019, 08:57 | #54 |
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Looks very nice!
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23 December 2019, 10:50 | #55 |
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23 December 2019, 18:17 | #56 |
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26 December 2019, 13:53 | #57 |
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The screen is set up to 320x256 at the moment, and the scroll only prints tiles to the middle 224x256 pixels.
Switched display window to 224 pixels wide, while keeping the screen buffers 320 pixels wide. This looks weird in UAE. The display is 224 pixels wide, but is wider than before, i.e. the black area on each side is smaller. Copperlist excerpt: buildcopper: move.l #copperlist,a6 move.l #$01005200,(a6)+ ;5 bpl move.l #$01020000,(a6)+ move.l #$010800a0,(a6)+ ;modulo for 5 bpl interleaved move.l #$010a00a0,(a6)+ ;move.l #$008e2c81,(a6)+ ;diwstrt 320 ;move.l #$00902cc1,(a6)+ ;diwstop 320 move.l #$008e2cb1,(a6)+ ;diwstrt 224 move.l #$00902c91,(a6)+ ;diwstop 224 move.l #$00920038,(a6)+ ;ddfstrt 320 move.l #$009400d0,(a6)+ ;ddfstop 320 ;move.l #$00920050,(a6)+ ;ddfstrt 224 ;move.l #$009400b8,(a6)+ ;ddfstop 224 I arrived at the diw values like this: PAL 224x256 (48 pixels $30 on each side of 224 pixel display) display window $2c, $81+$30=$B1 (upper left) $12c, $1c1-$30=$191 (lower right) $1c1-$30-$81-$30=$E0 = 224 decimal $12c-$2c=$100 = 256 decimal Update: Started playing around with FS UAE settings. Screen stretching was the culprit. Looks fine when stretching is disabled. New video with title screen in place. [ Show youtube player ] Last edited by agermose; 28 December 2019 at 00:10. |
27 December 2019, 01:25 | #58 |
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Nice! It's looking better every time
Are the raster bars showing total time used in a frame? Because then you have plenty of time left for collision detection and other game logic, which would be good news. |
27 December 2019, 10:11 | #59 |
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It's looking excellent agermose, a real treat for the Amiga this and I love that you take the time to do short and sweet dev updates.
Keep it up! |
27 December 2019, 12:51 | #60 | |
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Quote:
Since this is running on A1200 hardware (which has faster CPU and faster bitplane DMA) and I want to make it run on stock A500, I need to keep a buffer of raster time on A1200. I haven't started optimising yet, so I'm confident I can fit everything into OCS. Before starting optimisation I will run it on OCS and see how it looks there. |
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