Mclaneinc #176 Posted April 1, 2019 Stunning Ute...Simply stunning.. 1 Quote Share this post Link to post Share on other sites
Ute #177 Posted April 1, 2019 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. Quote Share this post Link to post Share on other sites
Ely #178 Posted April 1, 2019 Wow, that looks amazing, great job! 1 Quote Share this post Link to post Share on other sites
Alfred #179 Posted April 2, 2019 Ok, I’ll pull the latest source again and see if Incan do something with it. 2 Quote Share this post Link to post Share on other sites
vitoco #180 Posted April 2, 2019 I think that P/M animations in this game are great, but there is a pixel that disturbs me: If it is not used for collision detection or something, could it be removed? 1 Quote Share this post Link to post Share on other sites
Mclaneinc #181 Posted April 3, 2019 A few pixels one way and it could have been even more disturbing 6 Quote Share this post Link to post Share on other sites
vitoco #182 Posted April 3, 2019 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. Quote Share this post Link to post Share on other sites
José Pereira #183 Posted April 3, 2019 A few pixels one way and it could have been even more disturbing Quote Share this post Link to post Share on other sites
José Pereira #184 Posted April 3, 2019 Now that you mention it, please note in the same images that Bruce is not symmetric rightly in that part. 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... Quote Share this post Link to post Share on other sites
emkay #185 Posted April 3, 2019 You guys never understood the hidden powers of Bruce Lee. 2 Quote Share this post Link to post Share on other sites
vitoco #186 Posted April 3, 2019 You guys never understood the hidden powers of Bruce Lee. Quote Share this post Link to post Share on other sites
McKong #187 Posted April 3, 2019 The pixel is supposed to be black, isn't it supposed to be the heel? It's black in Return Of Fury 1 Quote Share this post Link to post Share on other sites
vitoco #188 Posted April 3, 2019 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. Quote Share this post Link to post Share on other sites
fantômas #189 Posted April 3, 2019 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 1 Quote Share this post Link to post Share on other sites
vitoco #190 Posted April 3, 2019 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. 1 Quote Share this post Link to post Share on other sites
fantômas #191 Posted April 3, 2019 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.xex 7 Quote Share this post Link to post Share on other sites
Mclaneinc #192 Posted April 5, 2019 Looks good to me, a little question, how far away is connecting screens...Known or still WIP? Quote Share this post Link to post Share on other sites
+playermissile #193 Posted April 8, 2019 Just binge'd this whole thread. Really amazing work on the graphics, level editor, source code commenting and reverse engineering; everything! 1 Quote Share this post Link to post Share on other sites
Ute #194 Posted April 15, 2019 (edited) 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. Edited April 15, 2019 by Ute 7 Quote Share this post Link to post Share on other sites
Ute #195 Posted April 15, 2019 Just a quick demo showing how fast it is to change colors with the DLI editor. Day quickly becomes night. Hats off to Fantomas! 9 Quote Share this post Link to post Share on other sites
Ute #196 Posted April 15, 2019 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. Quote Share this post Link to post Share on other sites
Mclaneinc #197 Posted April 16, 2019 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... Quote Share this post Link to post Share on other sites
gorgh #198 Posted April 16, 2019 I've made a small video out of one of files, good luck with the game! https://mechanism.site/index.html?id=162 3 Quote Share this post Link to post Share on other sites
fantômas #199 Posted April 25, 2019 A quick update to show the progress... The editor is now more sophisticated and you can for each map : Edit the map data Edit the init and exec routines 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 12 Quote Share this post Link to post Share on other sites
Mclaneinc #200 Posted April 25, 2019 (edited) 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 April 25, 2019 by Mclaneinc 1 Quote Share this post Link to post Share on other sites