Jump to content

dmx

New Members
  • Posts

    18
  • Joined

Everything posted by dmx

  1. It's in Retro Gamer issue 145 (2015)
  2. Nope, didn't change the fall speed. In fact, I only ported over labels from the C64 version, the Atari version is not based on the same code, but the original, which I didn't disassemble. So it should be all-original. RJF did indeed port over the Atari code to the C64. The C64 version's logic only runs every 3rd frame, btw. So RJF probably increased the movement speeds. Quote:
  3. Hi Paul, sorry I missed this one. Cheers! Working on some stuff for the 64, but nothing really concrete yet. But some ideas are brewing, and unsurprisingly they often involve martial arts.
  4. It's probably on the C64 only; what I presume is spritedata masks are calculated for collision detection. It's probably not present, or needed in the Atari version. But that also meant that I could re-use the "classic" masks for TIX's sprites, so the collisions behaved exactly the same way on both versions. Anyway, I had a go at it last night, and although I wasn't able to finish it in in the time allotted (I couldn't even finish the 64 version), it's perfectly playable in normal mode!
  5. I decided to stream this version of ROF (on Altirra, sorry) in about 45 minutes! Hop on in and say hello while I die, die and die. https://twitch.tv/dmx87
  6. Congratulations on the release, Ute, Fantomas, TIX and testers! Saw the VOD of ZeropageHomeBrew, was fun. I admit it looks really hard, and especially in Hard mode. But that comes with the territory. I actually had the same problem with the C64 version, the perfect-collision generator made it way too hard to play with TIX's sprites. The solution was to let the calculation routine run it's course on the classic sprites, then just copy the data into a binary file and use that. The result was that the excellent TIX vesion plays the same as the classic. I look forward to play this myself, but in PAL mode. The more relaxed speed is what I'm used to from the days of yore.
  7. Yes, managed to finish it, it's the full game!
  8. Hi! I just tested it! (With cheats - I had to, it's so tough, and all the timings are off compared to what I'm used to) - I managed to complete it - I even have a video of it, since I did it on Twitch. Anyway, it's very much playable, even if timing's "off" compared to the C64 version, but that's no big deal, it's just learning the version. The hardest room is the "multi-floor-light" part (3rd near the end) - that's practically impossible without cheating. I recommend slowing down those floor lights a notch A hint for floor lights is to keep jumping, don't run if you're not 100% sure what you're doing. Great work! If you need the music, I'd be happy to do them in RasterTracker for you. I got all the notes Here's another secret in the C64 version - don't tell anyone: If you jump far left in the first screen, you'll enter a dark room. Move to the left, then jump jup left, and you'll pick up a lamp and get an extra life, and "DMX" will light up. Now, if you did AFTER picking up the first two lamps, you'll get another extra life when you pick them. So you can start with 6 falls! But well done on the conversion!
  9. Conversions look great! - I'll ask Sparkler for permission (I'm sure he's fine with it.) I assume there are plenty of skilled musicians around these parts, but should the need arise somehow, I'll be happy to have a go at the music.
  10. Wow, this looks great! It'll be fun to try out a real port! Hope you don't mind if I tweet about it? ?
  11. Great news indeed! Let me know if you need anything off ROF-64! Cheers, dmx
  12. My pleasure to help. Looks like this is shaping up nicely, looking forward to playing it
  13. Oops, sorry, didn't intend my quick'n'dirty search replace job to be actually assembled, only to be used as a reference, but seems you got it right anyway. Nice work!
  14. Some tables are "word" tables, while some are split into hi/lo e.g. Table TableH = * + 1 !word something !word something While others: TableL !byte <something !byte <something TableH !byte >something !byte >something And so on And yes, I do recommend to build a "good" binary first, then when reversing, do a file compare (windows: fc \b myre.bin good.bin) to confirm they match. Often one gets a tiny bit wrong, and have to hunt for it maybe for days!
  15. Very interesting, I had no idea, but that explains a lot!
  16. My pleasure to be of help! Fantomas, That's excellent stuff. Now someone can write a RLE to that converts the Tiled output back into game data, and you're on the way! I used the object layer in Tiled to mark where to place "fires" and those "floor lights" (aka rats), then put the co-ordinates and sizes into code. Another option could be to automatically generate asm for this.
  17. Hi there. Thanks for your interest in Bruce Lee - Return of Fury I wrote a little "post-partum" about it on my site: https://rebelandroid.com/games/bruce-rof Anyway. The first thing to do is to make the code relocatable - all the tables (map data, map properties, text lookup table, colours, map init, exec routines) and self-modifying code + irqs must be "labeled" properly so that you can move stuff around at will without side-effects. That's a given. The graphics are mostly the same as the C64 version - but the C64 screens are stored as 40x11 rows, where every odd line is the even char | 0x80 - I didn't quite see that on the atari version, but I may be mistaken. Ron J. Fortier said to Retro Gamer Magazine (issue 145) that the C64 version was sort of an atari "emulation". That's why I think you should base your code on the original, not the "inferior" port - and, true enough, the Atari version plays much smoother. I think this is due to the "emulated" port - instead of using multicolour sprites, he opted for TWO double sized single colour sprites for each character, except the Ninja. Additionally, an extra sprite is used whenever Bruce kicks or gets "hurt bad". Edit: AND that's not all, he ran out of sprite pointers/memory, so the sprite frames are doublebuffered and copied in using CPU on every frame. Phew. Needless to say, this can be quite inefficient, and so the C64 can't really keep it at 50 (60) hz, so he's forced to skip a frame or two to get enough time. However, it's still the version I grew up with and love, so I lean towards it - no offense. I'll be happy to be of assistance should you need it. Best regards, dmx
×
×
  • Create New...