Jump to content

Photo

Two Bruce Lee sequels


199 replies to this topic

#176 Mclaneinc ONLINE  

Mclaneinc

    Retro Madman

  • 6,707 posts
  • Location:Northolt, UK

Posted Mon Apr 1, 2019 9:44 AM

Stunning Ute...Simply stunning..


  • Ute likes this

#177 Ute OFFLINE  

Ute

    Star Raider

  • 84 posts
  • Location:Utah

Posted Mon Apr 1, 2019 4:56 PM

Fantastic work!

 

 

Thank you very much!

 

 

Wow!  Brilliant Ute!

 

 

Stunning Ute...Simply stunning..

 

Thanks, guys. :)

 

I'm actually out of town for a couple of weeks, so there won't be any updates for a while. :-o



#178 Ely OFFLINE  

Ely

    Chopper Commander

  • 130 posts
  • Location:Bedford, UK

Posted Mon Apr 1, 2019 5:16 PM

Wow, that looks amazing, great job!


  • Ute likes this

#179 Alfred OFFLINE  

Alfred

    Dragonstomper

  • 557 posts
  • Location:Elmwood, Ontario

Posted Tue Apr 2, 2019 8:01 AM

Ok, I’ll pull the latest source again and see if Incan do something with it.

#180 vitoco OFFLINE  

vitoco

    Moonsweeper

  • 349 posts

Posted Tue Apr 2, 2019 3:03 PM

I think that P/M animations in this game are great, but there is a pixel that disturbs me:

 

KickPixel.png

 

If it is not used for collision detection or something, could it be removed?

 

 



#181 Mclaneinc ONLINE  

Mclaneinc

    Retro Madman

  • 6,707 posts
  • Location:Northolt, UK

Posted Wed Apr 3, 2019 1:06 AM

A few pixels one way and it could have been even more disturbing :)



#182 vitoco OFFLINE  

vitoco

    Moonsweeper

  • 349 posts

Posted Wed Apr 3, 2019 6:55 AM

A few pixels one way and it could have been even more disturbing :)

 

Now that you mention it, please note in the same images that Bruce is not symmetric rightly in that part. :ponder:



#183 José Pereira ONLINE  

José Pereira

    River Patroller

  • 4,251 posts
  • Location:Lisbon - Portugal

Posted Wed Apr 3, 2019 7:00 AM

A few pixels one way and it could have been even more disturbing :)

:evil:



#184 José Pereira ONLINE  

José Pereira

    River Patroller

  • 4,251 posts
  • Location:Lisbon - Portugal

Posted Wed Apr 3, 2019 7:02 AM

 

Now that you mention it, please note in the same images that Bruce is not symmetric rightly in that part. :ponder:

And in my opinion the one that makes sense is the left one. The right one has the legs too much opened and it doesn't correspond to reality when doing that kick.

It is a good time to change this right from the original...



#185 emkay ONLINE  

emkay

    Quadrunner

  • 9,885 posts
  • What's up?
  • Location:Holy Grail ;)

Posted Wed Apr 3, 2019 7:08 AM

You guys never understood the hidden powers of Bruce Lee.

#186 vitoco OFFLINE  

vitoco

    Moonsweeper

  • 349 posts

Posted Wed Apr 3, 2019 7:14 AM

You guys never understood the hidden powers of Bruce Lee.

 

:lol:



#187 McKong OFFLINE  

McKong

    River Patroller

  • 2,166 posts

Posted Wed Apr 3, 2019 7:40 AM

The pixel is supposed to be black, isn't it supposed to be the heel? It's black in Return Of Fury



#188 vitoco OFFLINE  

vitoco

    Moonsweeper

  • 349 posts

Posted Wed Apr 3, 2019 8:31 AM

The pixel is supposed to be black, isn't it supposed to be the heel? It's black in Return Of Fury

 

To be black in Atari version, it should by of double width. The black player graphics is in double width mode when kicking, but some of the black pixels are covered by the orange player, which is in normal width, so the eyes seems to be of only one pixel each.

 

I've just checked from sprites.asm file: spr_34 (orange) combined with spr_35 (black).

 

Oh! What I don't see in spr_34 is the pixel that disturbes me!!! It should be 4 bytes under the end of the orange part in dta, but that byte is skipped in the sprites.asm listing.  :???:



#189 fantômas OFFLINE  

fantômas

    Space Invader

  • 18 posts
  • Location:Orléans, France

Posted Wed Apr 3, 2019 11:56 AM

 

To be black in Atari version, it should by of double width. The black player graphics is in double width mode when kicking, but some of the black pixels are covered by the orange player, which is in normal width, so the eyes seems to be of only one pixel each.

 

I've just checked from sprites.asm file: spr_34 (orange) combined with spr_35 (black).

 

Oh! What I don't see in spr_34 is the pixel that disturbes me!!! It should be 4 bytes under the end of the orange part in dta, but that byte is skipped in the sprites.asm listing.  :???:

 

The new version of the data.asm.

I erased the pixel to try ... Tell me what you think.

Attached Files

  • Attached File  data.asm   98.35KB   15 downloads
  • Attached File  Fury.xex   29.29KB   41 downloads


#190 vitoco OFFLINE  

vitoco

    Moonsweeper

  • 349 posts

Posted Wed Apr 3, 2019 12:29 PM

 

The new version of the data.asm.

I erased the pixel to try ... Tell me what you think.

 

Nice! Thanks...

 

But it seems that the data.asm file is not the new version,l because the pixel is still there in PM034 and PM038.

 

And about symmetry, PM035 do not only differ to PM039 by the pixel in "that part", there are differences in other hidden pixels (behind the orange player). Anyway, to visually be the same (opposite), byte at address $8445 should be $4D instead of $45, as I agree José in what should be the best.



#191 fantômas OFFLINE  

fantômas

    Space Invader

  • 18 posts
  • Location:Orléans, France

Posted Wed Apr 3, 2019 2:23 PM

 

Nice! Thanks...

 

But it seems that the data.asm file is not the new version,l because the pixel is still there in PM034 and PM038.

 

And about symmetry, PM035 do not only differ to PM039 by the pixel in "that part", there are differences in other hidden pixels (behind the orange player). Anyway, to visually be the same (opposite), byte at address $8445 should be $4D instead of $45, as I agree José in what should be the best.

 

You're right!

New symmetry:

 

test4.png

Attached Files



#192 Mclaneinc ONLINE  

Mclaneinc

    Retro Madman

  • 6,707 posts
  • Location:Northolt, UK

Posted Fri Apr 5, 2019 4:11 AM

Looks good to me, a little question, how far away is connecting screens...Known or still WIP?



#193 playermissile OFFLINE  

playermissile

    Chopper Commander

  • 249 posts

Posted Mon Apr 8, 2019 12:07 PM

Just binge'd this whole thread. Really amazing work on the graphics, level editor, source code commenting and reverse engineering; everything!


  • Ute likes this

#194 Ute OFFLINE  

Ute

    Star Raider

  • 84 posts
  • Location:Utah

Posted Mon Apr 15, 2019 5:02 PM

Level Editor Release has moved from the Alpha stage to Beta version 0.1.0

 

Fantomas has been hard at work on the level editor while I was out of town. Level editor now includes a font/character editor, a way to add or remove DLI's, the DLI's are editable, and you can now add maps from bitmap images. Release available on Sourceforge. I encourage people to try it out. Lots of fun.

Attached Thumbnails

  • Open.jpg
  • Select.jpg
  • Font.jpg
  • Font1.jpg
  • Font2.jpg
  • NewMap.jpg
  • NewMap2.jpg
  • NewMap3.jpg
  • NewMap4.jpg

Edited by Ute, Mon Apr 15, 2019 5:07 PM.


#195 Ute OFFLINE  

Ute

    Star Raider

  • 84 posts
  • Location:Utah

Posted Mon Apr 15, 2019 5:04 PM

Just a quick demo showing how fast it is to change colors with the DLI editor. Day quickly becomes night. Hats off to Fantomas! :)

Attached Thumbnails

  • DLIBoth.jpg


#196 Ute OFFLINE  

Ute

    Star Raider

  • 84 posts
  • Location:Utah

Posted Mon Apr 15, 2019 5:04 PM

Looks good to me, a little question, how far away is connecting screens...Known or still WIP?

 

Still work in progress Paul, but new level editor changes should make it happen a lot more quickly. :)



#197 Mclaneinc ONLINE  

Mclaneinc

    Retro Madman

  • 6,707 posts
  • Location:Northolt, UK

Posted Tue Apr 16, 2019 5:35 AM

 

Still work in progress Paul, but new level editor changes should make it happen a lot more quickly. :)

 

Superb.....Its coming together really nicely...

 

Thank you all...



#198 gorgh OFFLINE  

gorgh

    Chopper Commander

  • 212 posts
  • Location:warsaw,poland

Posted Tue Apr 16, 2019 9:15 AM

I've made a small video out of one of files, good luck with the game!

https://mechanism.si...dex.html?id=162



#199 fantômas OFFLINE  

fantômas

    Space Invader

  • 18 posts
  • Location:Orléans, France

Posted Thu Apr 25, 2019 2:58 PM

A quick update to show the progress...
 
The editor is now more sophisticated and you can for each map :
  • Edit the map data
sc31.png
  • Edit the init and exec routines
sc30.png
 
The editor generates also assembly code and we hope it will soon be possible to directly (and silently  ;)) run Mad-Assembler (MADS) to produce an XEX.
 

The attached XEX was generated in this way. This XEX also shows that the transition between maps is now handled: Bruce can go from map 0 to map 1 thanks to the ladder.

 

Attached Files

  • Attached File  bl.xex   25.61KB   28 downloads


#200 Mclaneinc ONLINE  

Mclaneinc

    Retro Madman

  • 6,707 posts
  • Location:Northolt, UK

Posted Thu Apr 25, 2019 3:11 PM

Wow, I'm amazed at the work...

 

Wish I could help but I'm creatively barren when it comes to this sort of stuff..


Edited by Mclaneinc, Thu Apr 25, 2019 3:12 PM.





0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users