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Two Bruce Lee sequels


Philsan

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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

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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...

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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. :???:

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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.

data.asm

Fury.xex

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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.

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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:

 

post-40786-0-20916800-1554322740.png

Test4.xex

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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.

post-40949-0-25730700-1555369317_thumb.jpg

post-40949-0-62688000-1555369322_thumb.jpg

post-40949-0-60316800-1555369328_thumb.jpg

post-40949-0-16699200-1555369330_thumb.jpg

post-40949-0-01875300-1555369331_thumb.jpg

post-40949-0-69258400-1555369342_thumb.jpg

post-40949-0-42229000-1555369343_thumb.jpg

post-40949-0-70197200-1555369344_thumb.jpg

post-40949-0-52948900-1555369346_thumb.jpg

Edited by Ute
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  • 2 weeks later...
A quick update to show the progress...
The editor is now more sophisticated and you can for each map :
  • Edit the map data
post-40786-0-66706100-1556224244.png
  • Edit the init and exec routines
post-40786-0-50814700-1556224207.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.

 

bl.xex

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