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Old 09 January 2022, 09:39   #241
aros-sg
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Quote:
Originally Posted by Muzza View Post
Do you mean by repeating the palette into the next bitplane?.

Yes, that's what I meant.
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Old 11 January 2022, 03:41   #242
Muzza
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One problem I've encountered is that in World 2-2 there is a music track at the start for falling down the lift that my Amiga TFMX routine is not playing correctly.

EDIT: never mind.

Last edited by Muzza; 10 February 2022 at 05:11.
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Old 11 January 2022, 04:07   #243
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Ah never mind, I've found it. Most tracks use channels 1-3 and not 4 (which I reserve for sound effects), this track uses channel 4 as well. I thought I'd tested for that already, but I made a mistake. Enabling all 4 channels for music fixes it!
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Old 01 February 2022, 08:44   #244
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Any chance that 60hz support would be possible?
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Old 06 February 2022, 22:45   #245
Muzza
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Do the original Turricans just run faster when running in NTSC 60hz?
Off hand, the only concern I would have is that there are some sections where the blitter is in such heavy use that it only just fits in a frame at 50hz. Running at 60hz would likely introduce some frame drops. I'm not sure how bad unless I tried it.
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Old 06 February 2022, 23:50   #246
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Yup having watched US/NTSC Turrican /T2 play throughs it runs faster, but it slows down more when a lot is going on. It looks a bit more difficult that fast, too. The music sounds so odd when you’re used to it at its pal speed.
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Old 18 February 2022, 03:40   #247
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Looking for thoughts on CD32 pad controls.

Normal joystick controls are:
Up = Jump
Down = Duck
Fire = Shoot (single shot)
Hold Fire = Lightning
Space = Powerline
Duck + Space = Razor Ball

I'm thinking for a pad, one button should be to shoot (auto-fires repeatedly when held) and another button to activate lightning gun.

CD32 pad looks like:
Code:
G Y
R B
Most other pads have a diagonal layout:
Code:
  Y
G   B
  R
I would consider making R and G jump and shoot because it allows for you to hold shoot whilst pressing jump as required (although it is more natural on the diagonal layouts than the square original CD32 pad). Possibly jump should also be on the right shoulder button, to make shooting + jumping together natural?

Another question is the razor ball control. It could be one-press on a joypad, but you have to be grounded to activate it, so it makes sense to have to hold Duck whilst pressing another button. Or is that just unnecessary?

How about:
D-Pad Up = Nothing
D-Pad Down = Duck
G = Shoot (Auto-fire)
R or Right shoulder = Jump
B = Lightning
Left shoulder = Powerline
Duck + Y = Razor ball

Last edited by Muzza; 18 February 2022 at 04:28.
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Old 18 February 2022, 15:38   #248
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Man, up = jump starts to look like a good idea with a square button layout like that. I had to lookup a screenshot to see it for myself. I have never touched a joypad like that but it seems logical if it were Y and B instead, the furthest right buttons that you control with your right hand. That sucks big time for the diagonal layout though so I guess you would have to give the player a choice of control scheme.

As for the ball, you had to duck in the original game so I guess it would keep with the idea of that game if it remains to be duck + button. As long as you don't have to press space it's already infinitely improved
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Old 18 February 2022, 19:02   #249
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The Mega Drive Turricans use Duck + Jump button = razor ball which is a good solution, imho. Overall your suggested button layout makes sense Muzza. Personally I would just prefer the aformentioned solution for the Razor ball and yellow for Lightning.
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Old 27 March 2022, 07:03   #250
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New release - sorry it has taken a while, but this one does deliver more.

Download floppy version here
Download WHDLoad version here

Archives are also in the zone.

Changes:
-Contains the first three worlds (8 bosses) and the intro on two floppys.
-Now comes in floppy and WHDLoad flavours with improved stability (I hope!)
-Player can now die and will respawn (but has infinite lives).
-CD32 pads are detected (controls below)
-Player jump/fall rates fixed to match original.
-Player shield/invulnerability on spawn working.
-End of level music working.
-Wind on World1-1 added.
-Bounce weapon upgrades work.
-Lots of other smaller fixes.

This is the first release with World 2. As I mentioned in a previous post, I've added a form of parallax to it that was not in the MS-DOS version. This does push the blitter, and these levels are more likely to experience slow downs. The slow-downs are not as obvious or severe as the original Amiga version due to being triple-buffered, but I would consider removing the parallax if the feedback on it is negative.


ReadMe.txt
-----------
Controls:
F2 - Skip level.
F10 - Quit game. (if running from Hard Disk)
ESCAPE - Kills the player, loses a life.

Normal Joystick:
Up to jump.
Down to duck.
Tap fire to shoot.
Hold fire for lightning weapon (collect lightning symbols to increase length)
Space for power line weapon (limited number - Collect 'L's to increase)
Duck + Space = Activate gyroscope.

Two-button joystick:
Second button can be used in place of SPACE.

CD32 Joypad (Automatically detected):
Down to duck.
Red or Right Shoulder button to jump.
Green to auto-fire.
Yellow or Blue for lightning weapon.
Left shoulder button for power line weapon.
Duck + Jump = Activate gyroscope.

WHDLoad version:
Double click the icon, or if running from command line:
WHDLoad t2.slave data=Data Preload
If your system is very low on FAST RAM, miss out 'Preload', but expect loading times to be longer and the music during loading will be choppy.


Enjoy!
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Old 27 March 2022, 10:59   #251
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Gameplay - world2
[ Show youtube player ]
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Old 27 March 2022, 11:10   #252
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Both ADF AND WHDLoad version have a corrupt 3rd last image on the intro. Beside that game plays perfect

I also noticed a little gfx glitch on world 2, when you reach the floor with the ball dropper. Nothing major but needs attention.



[ Show youtube player ]

Last edited by ransom1122; 27 March 2022 at 11:23.
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Old 27 March 2022, 11:34   #253
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That's right. Graphics are not displayed correctly:
[ Show youtube player ]
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Old 27 March 2022, 12:14   #254
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the number of colors & palette is sooooo great.

Remaking a 8-way scroller classic in AGA and managing to get it right is absolutely amazing. If you could find someone to recolor the original Amiga main character instead of that hammerhead (what were they thinking when they changed that?) that would be really awesome.
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Old 27 March 2022, 12:26   #255
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Quote:
Originally Posted by jotd View Post
If you could find someone to recolor the original Amiga main character instead of that hammerhead (what were they thinking when they changed that?) that would be really awesome.
Hammerhead... hahahah lol

I agree the new character is an eye sore
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Old 27 March 2022, 13:04   #256
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Hello,

i had a freeze in 2-2 ( the part with the leaves and the wind to climb on the platforms. There is a small passage on the right to recover the objects and after a few moments, there had a freeze ( pic 1, moment of freeze ).

Quickstart A1200 + 4MB Fast.
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Old 27 March 2022, 13:27   #257
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Do you mean that bit In 20.48 in my video? If it is, it worked for me
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Old 27 March 2022, 13:42   #258
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Sorry. I don't understand. I can't reproduce my first freeze.
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Old 27 March 2022, 20:53   #259
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The remake is fucking awesome! Would be cool to have this engine running a totally new Turrican like game for the Amiga.
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Old 27 March 2022, 21:44   #260
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This is sick man!! Tried on my A1200 and it looks and plays great.
Must be crazy job to do this. Thanks
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