rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 3 hours ago, _The Doctor__ said: *crash going up the stairs to next level -* *crash at death and not hitting anything to continue etc.* verified don't press action key results in crash after a few moments Some people have reported this ? That'd be right because like mentioned in the readme: Quote -5 levels, including 2 palace levels. Each level is fully playable but the game stops once you take the exit door (still need to make some space for the cutscene code!) should have written "game crashes"! Same if you die and do nothing, the game tries to go back to the intro. 1 hour ago, _The Doctor__ said: As I look at this fine piece of coding I can't help but think how many other pieces of software could be remade from this beautiful work. Fluid and efficient at this stage, I'm grinning' ? Thanks again! I don't know how much could be reused because PoP is pretty damn specific with its 300 frames of animations, so the display code is built around that but I think we agree the A8 capabilities were underused... ModeE + precompiled sprites for the win! 2 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 6, 2020 Share Posted April 6, 2020 technically you are correct, the game stops, but can't resume. a place holder might work though. something like you died, plz reboot...endless loop but it's no big deal as the development/demo is just that. Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 3 hours ago, _The Doctor__ said: Could use a little more blood at death yeah, always the same problem with those 8 pixel wide PMGs, the slicer could have blood on them since that would be within the limits but meh... too much work ? 1 2 Quote Link to comment Share on other sites More sharing options...
Faicuai Posted April 6, 2020 Share Posted April 6, 2020 (edited) On 4/5/2020 at 1:28 PM, rensoup said: Thanks! Didn't know about the E0 F0 bands, I was thinking about using a different palette for the NTSC version anyway (not for the next build though) because when switching to NTSC in Altirra the result isn't too pleasing. Would a custom NTSC palette could improve things ? Ok, so here's how level-5 is looking so far on NTSC: Above from STOCK Atari 800 (except R189) via DVDO iScan HD processor (final rendering on Viewsonic Vp950B Monitor). Sorry for the glare (its bright daylight, here, can't filter it all from room). It is very nice to see how these particular scene is pushing my video-path's ability to resolve chrominance detail (from sVideo signal) to its barebone limits (!) Love it! Notice that the red-hatch pattern on the 3D / background surfaces does NOT appear as fully resolved as same pattern but on blue-colored scenes). On Emulation, however, it appears fully resolved, showing clearly why Emulation will always have the upper hand in everything related video-output quality, except speed-of-light CRT factor. Keep it coming! Edited April 6, 2020 by Faicuai 4 Quote Link to comment Share on other sites More sharing options...
patjomki Posted April 6, 2020 Share Posted April 6, 2020 Those five levels are amazing! Fantastic work. I play it on my 800XL (PAL) and could finish levels 1 and 4 but couldn't finish level 2 and 3, well I guess its the controls. Whatever I try I can't jump back from the platform that opened the door to level 2. ? 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 (edited) 13 minutes ago, Faicuai said: Above from STOCK Atari 800 (except R819) via DVDO iScan HD processor (final rendering on Viewsonic Vp950B Monitor). Sorry for the glare (its bright daylight, here, can't filter it all from room). Looking good in NTSC (right?) stock A800 ? R819 ? the game requires 128KB and a XL/XE machine, how's that possible? Edited April 6, 2020 by rensoup Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 1 minute ago, patjomki said: I play it on my 800XL (PAL) and could finish levels 1 and 4 but couldn't finish level 2 and 3, well I guess its the controls. Whatever I try I can't jump back from the platform that opened the door to level 2. ? playing with the keyboard ? (my keyboard handler only allows 1 key at a time ?) if not, in L2, you just do a jump from stand up position then hold the button and the prince will catch the ledge 1 Quote Link to comment Share on other sites More sharing options...
Faicuai Posted April 6, 2020 Share Posted April 6, 2020 (edited) 18 minutes ago, rensoup said: Looking good in NTSC (right?) stock A800 ? R819 ? the game requires 128KB and a XL/XE machine, how's that possible? YES, looking pretty good on NTSC, so far. And translating: 1. 800's stock video (minus R189). 2. Equipped with Incognito for XL/XE compatibility. 3. Booting directly from SIO, via NUXX-Drive, set at Divisor=2. Should be clear, hopefully. Edited April 6, 2020 by Faicuai 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 6, 2020 Share Posted April 6, 2020 can it process shift at same time? could be rabbit? set upper lower free and act as fire button Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted April 6, 2020 Share Posted April 6, 2020 You couldn't do diagonals, e.g. up/right, at the same time. Similar issue with something like Elite from the keyboard, OK on other 8-bit micros as key-scanning breaks keyboard into small sections but A8 is PITA due to the 'one-only' (aside from Shift and Console keys). Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 17 minutes ago, _The Doctor__ said: can it process shift at same time? could be rabbit? set upper lower free and act as fire button One of those things I can't be bothered to do ?, keyboard support is just for making sure that the game runs if you don't have a joystick around but it's not really meant to be played that way. 16 minutes ago, Wrathchild said: You couldn't do diagonals, e.g. up/right, at the same time. Similar issue with something like Elite from the keyboard, OK on other 8-bit micros as key-scanning breaks keyboard into small sections but A8 is PITA due to the 'one-only' (aside from Shift and Console keys). I'm not sure that the game even requires diagonals tbh Quote Link to comment Share on other sites More sharing options...
patjomki Posted April 6, 2020 Share Posted April 6, 2020 (edited) 1 hour ago, rensoup said: playing with the keyboard ? (my keyboard handler only allows 1 key at a time ?) if not, in L2, you just do a jump from stand up position then hold the button and the prince will catch the ledge No. Was playing with a joystick but thanks a lot for the tip. Has been a while since I finished PoP (on ATARI ST) so I forgot about holding the button. Anyway, it did the trick so I could finish levels 2 and 4. I the meantime I also finished level 5. ? It was fun to play. Thanks to all persons involved for these levels so far. Edited April 6, 2020 by patjomki 1 Quote Link to comment Share on other sites More sharing options...
+slx Posted April 6, 2020 Share Posted April 6, 2020 Looks very impressive! When entering the second room on level 2 and dropping down to the lower level, the guard appears in the doorway but does not advance until the prince climbs back to the upper level. Probably original game logic but looks a bit strange (my PoP experience is based on a few minutes PC playing more than 25 years ago). 1 Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 6, 2020 Author Share Posted April 6, 2020 1 hour ago, slx said: Looks very impressive! When entering the second room on level 2 and dropping down to the lower level, the guard appears in the doorway but does not advance until the prince climbs back to the upper level. Probably original game logic but looks a bit strange (my PoP experience is based on a few minutes PC playing more than 25 years ago). Yes I'm pretty sure that's the original logic, if you start fighting him then try to back out, he will follow you to the lower level Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 6, 2020 Share Posted April 6, 2020 it's actually capable of allowing the tricks to put dead bodies on switches and get away with stuff just like on the other platforms, shaving time. Quote Link to comment Share on other sites More sharing options...
Wilheim Posted April 7, 2020 Share Posted April 7, 2020 Awesome job, @rensoup and the team! I was testing the game on Altirra on NTSC configuration, and I found a glitch on stage 4. For some reason, the guy gets stuck on the door at certain times. Couldn't move the guyt until it closes completeley and then starts to fall on diagonal direction to the down right section (?). Here's a pic: 2 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 7, 2020 Share Posted April 7, 2020 that hasn't happened on a real machine, I've been playing on several... but I will try to make it happen tomorrow. Quote Link to comment Share on other sites More sharing options...
Wilheim Posted April 7, 2020 Share Posted April 7, 2020 15 minutes ago, _The Doctor__ said: that hasn't happened on a real machine, I've been playing on several... but I will try to make it happen tomorrow. Maybe I was "lucky", to say something... Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 7, 2020 Share Posted April 7, 2020 (edited) 22 minutes ago, Wilheim said: Maybe I was "lucky", to say something... depends, what are the rest of your altirra settings? type of rom etc. is it possible that a bump to the head made a bruise time out? Edited April 7, 2020 by _The Doctor__ Quote Link to comment Share on other sites More sharing options...
rensoup Posted April 7, 2020 Author Share Posted April 7, 2020 2 minutes ago, Wilheim said: Maybe I was "lucky", to say something... I've actually seen this too, several times... You have to jump and land on the edge of a tile: I'm thinking it may be a bug in the original because i saw it quite early when I started the port. I've done it on L1 in the first room that has spikes. The problem is how to reproduce it... I found this thread: https://forum.princed.org/viewtopic.php?f=68&t=2719&start=45 It's mainly about an overflow bug but many other rare bugs are mentioned too but nobody's seen this one ? 1 Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 7, 2020 Share Posted April 7, 2020 maybe he lands so close on the edge he must steady himself for a bit... yeah that's it. seriously though, he prolly lands at decision point and the game doesn't know where he really can go... after a bit the player resets and you get to go on your way. It does sound like some form of the bug rensoup pointed out... Have you watched the TAS exploit/trick speed play of the game... at 12 minutes and a few seconds flat? Quote Link to comment Share on other sites More sharing options...
tjlazer Posted April 7, 2020 Share Posted April 7, 2020 How do you walk slow using the keyboard? Usually that’s done by holding shift down while moving the cursor keys. Quote Link to comment Share on other sites More sharing options...
Jacques Posted April 7, 2020 Share Posted April 7, 2020 (edited) When playing on my real 130XE yesterday, it happened several times during fights, that with some joystick movement (I'm not sure exactly how), our hero hid the sword in the middle of the fight with enemy still very close. Is it a behaviour of BBC Master version? Normally on Amiga/PC version, I believe and think the Prince did not hide the sword until some more far distance between him and enemy. Edited April 7, 2020 by Jacques Quote Link to comment Share on other sites More sharing options...
_The Doctor__ Posted April 7, 2020 Share Posted April 7, 2020 moving backwards or forward with the sword out needs to be done by small moves, if you hold the joystick backing away from an enemy for too long you will put away your sword and make ready to run. take time in an empty room of the game to familiarize yourself with the moves he can do without the sword and then, if possible practice with the sword out against the enemy on lower levels when it's easier to fight them and the surroundings are safer. Later on they can get our boy either because the room is dangerous and the bad guys fight slightly better. Quote Link to comment Share on other sites More sharing options...
Jacques Posted April 7, 2020 Share Posted April 7, 2020 (edited) OK, so it's just slightly different behaviour than Amiga/PC I was used to, where you had to move away signifficant distance to hide the sword. Edited April 7, 2020 by Jacques Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.