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Ute

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Everything posted by Ute

  1. Yes, I had those faster but I wanted to take it easy on players. Correct. Just leaving that as it is.
  2. Yes, I believe @Rybags found that in the first version. I'm calling it a feature because I'm lazy.
  3. There are some tweaks planned for ROF. I appreciate the support, it is motivation to keep going.
  4. I have no idea as I've never looked at the C64 code. I would guess the original author(RJF) ported most of the mainline 6502 code from the Atari to the C64, line for line, except where custom chips come in to play. Whether or not that translates to the exact pixel by pixel movement speed on a completely different machine, I'm going to guess it does not. As far as what DMX has done, I don't think he changed the fall speed from the original C64 Bruce Lee. No, unless DMX changed the fall speed, but I doubt it as the C64 still has the 'floating down' effect. I'm not sure I understand your meaning. If they only played the A8 version, they wouldn't know any different. As far as ROF(A8) and the original Bruce Lee(A8), it's the exact same fall speed. EDIT: I think you're confusing Bruce Lee 2 with ROF - In Bruce Lee 2 the fall speeds are a lot faster. If people want another installment of Bruce Lee in the future I would be willing to change fall speed, jump distance, jump height, screen resolution, etc. But again, since this was a port from another machine, preservation of those ideas was the objective here - as much as was possible.
  5. It could be made to work differently. But it is exactly as Rybags has said, I wanted to keep the same feel as the original Bruce Lee, and this version is actually a port from C64-DMX version. I wanted to keep it the same as much as possible.
  6. Ok, good to know. This one has been hard to reproduce consistently. The black box seems to vary its position, sometimes there are two, sometimes the mountain is affected, and sometimes it doesn't happen at all. I'll have to keep trying....
  7. Yes it is a bug. Were you playing on an emulator when you saw it? I ask because I can't reproduce it when on real hardware.
  8. I can play Tix's version all the way through on easy mode. The only issue is Hard Mode. The Sprites themselves look great! I don't think there is any reason to be bummed out, the gameplay is very fun with the Tix sprites, and I can win without cheating on easy mode - Meaning there is nothing wrong with them. I think it is a success, there is no reason to get down about it. They look really good!
  9. Thanks for your feedback! Thanks! I appreciate that! I fixed one of two issues you had noted last time. The second issue - Random PMG noise - didn't seem like it affected game play much so...... I didn't fix it. I'm lazy, lol. Thank you! Just as Paul said, ROF.atr is the original sprites and ROFTix.atr are the updated good looking sprites. Thank you! Thanks for your comments!
  10. I'm calling it good enough. ROF.atr ROFTix.atr
  11. VERY VERY SOON............. EDIT: Like later today soon
  12. Hi Tix! Thanks, I like the title screen myself, I think you did a great job. Yes your new sprites are in there as well as a version with the old sprites. I was planning on releasing Tuesday, so if you can get them to me before then that would be great!
  13. You are right. But I think Tix got Spark's(Superrune?) version to display on the A8, with the current colors, which I re-used. 🙂 Space wise I could easily replace what is there(around 7600 bytes), but I am crap at art(and music). I could use one of the other versions in this thread if anyone has an Atari format or if anyone has the raw data.
  14. Hi Paul, Thanks, I hope you will enjoy the game. Time is always hard to find for me, but you're right about family coming first. There is a game that was never ported to Atari that may come before a Bruce Lee sequel.
  15. Here is a couple of screen shots for NTSC and PAL systems showing the title screen, option screen, and the first level.
  16. I'm re-using the one from the OLD Homesoft version. I believe Tix made it, I could be wrong.
  17. I got little free time, and decided to polish and complete ROF. I'm just testing it on real hardware before I release it. I'm seeing a weird issue on my 800xl, but it seems to run perfect on my 130xe. Also seeing a weird issue in emulation that doesn't happen on real hardware. Release notes attached.ROF6ReleaseNotes.txt
  18. Nonsense Paul, you didn't let anyone down, and you gave me some advice at the time that I really needed to hear. Yes, that would be awesome. I can't remember if we added an extra life or not but it's there in the A8 version too.
  19. Hi guys, Very sorry for the delay in answering. I started a side business last fall. Between that and my day job I have zero free time ?. Fantomas seems interested in finishing up so I will hand off what I have to him. Ute. Edit: I'm attaching a beta version here - It's a hard game and needs tweaking, but the infinite lives option should help. The end screens are not complete, so no complaints. Paul, thanks for all your help and feedback! ROF.xex
  20. Hey guys, Sorry for the late reply. Yes, it is still in development, but not very actively. I haven't worked on it since November, but I do have hope of finishing soon. I did let an individual play test back in November and received some good feedback. The game is fairly difficult as it is now so there will be some tweaking of various aspects on certain screens. Most everything is complete gamewise except for some colors on a couple of screens needs tweaking and the last two screens need some animation and collision detection fixes. We've also included an infinite lives feature in the title screen for now. There is also a flesh/green option for the Yamo, although I need to pick a better PAL color for it. To keep memory low the Tix sprites and traditional sprites will be separate builds. Address spaces have been changed so this should be loadable from DOS as there were a few complaints about Eel Ecurb. There is still no music and no intro screen yet. Fantomas nor I want to compose the music, so volunteers would be appreciated. Although music may push this over 48K(Probably not). Some screen shots are attached some PAL some NTSC, so people can get an idea. Thanks for your patience. Ute.
  21. Yes, I purchased it from AmigaStore: https://amigastore.eu/638-laser-upgrade-kit-for-atari-stm1-mouse.html It's pretty easy to do the upgrade, it's just a matter of removing some screws, then removing the ball housing and inserting the laser housing in its place. I cannot recommend it for a couple of reasons: 1. The 3D printed ball cover(now laser cover) barely fit(really loose) and came off during normal use. I did manage to get the original ball cover back on with some fiddling. 2. I tried all three of the configurations and the only one that worked swapped the vertical movement (up was down and down was up) - so I had to cut and modify the header pin connectors. When I did get the movement fixed any vertical movement temporarily went the opposite direction before the mouse would right itself in the correct direction. This made it very tedious to select dialog buttons, or to have any accuracy with the mouse. So imagine trying to play Lemmings or Sundog with an inaccurate mouse. This effect was noticeably worse on my STE, but was much better on this 1040STF. Perhaps a firmware issue with the laser upgrade - I don't know. I much prefer the Tom and Jerry solutions, https://www.ebay.com/itm/Great-Amiga-Atari-XE-XL-ST-C64-C128-Mouse-Gamepad-Joystick-USB-adapter-TOM-Rev2/233834776173?hash=item3671a3866d:g:rXAAAOSwr7ZW6~aI I really liked the idea of keeping the original mouse as I'm sure we all do, just a shame it doesn't work that well. On the other hand, maybe I just got one that had a damaged IC and other people have had better luck.
  22. Wanted to see if anybody could use them before I donate them to an electronics retailer. Just pay for shipping and you can have them - I'm only shipping within the US because of C19. I believe these can be used as replacement memory for latter A500 Motherboards as well as some variants of Atari ST - there is 24 of them. I believe these are similar to the above These are also memory chips for A500's but for earlier models - I don't remember which ones exactly Rev.6a and before possibly? Spare socket for Atari ST Blitters(Possibly the GLUE and MMU too). Known as the 'Funky' Socket according to Exxos(Chris) Two chip UK Rainbow TOS 1.04 Six chip US Rainbow TOS 1.04 The holy grail! The rare 2 MB Fat Agnus for A500(and I think A2000 as well) 2 - 1MB SIMM's for Atari STE's Various chip converters.
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