Author Topic: Rick Dangerous 128+!!!!  (Read 3276 times)

Offline Gryzor

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Rick Dangerous 128+!!!!
« on: 08:59, 12 November 09 »
I just cought this at Octoate's blog: Fano, BDCiron and MacDeath are preparing an RD version tat will take advantage of the Plus' abilities, offering:

  • the famous digitalised ‘Whhhaaa’ sample at 15Khz
  • Full levels from 16bits versions (special THX to bigorno)
  • Cutscenes with graphics from Amiga version
  • Musics from Atari ST version
  • New graphics
  • And some surprises…

Aw, c'mon guys, and you couldn't have said something here? Can't wait... can I be a beta tester? I had finished this uncheated and it remains one of my fav games...


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Offline fano

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Re: Rick Dangerous 128+!!!!
« Reply #1 on: 14:24, 12 November 09 »
That was first a test to see how it was possible to improve CPC+ games and to have an idea about how it should look.

Rick Dangerous was a good candidate as the CPC version was great but incomplete so i started with sample and HUD but i was not able to stop adding stuff until i reached the full 16bits like version  ;D

In fact , when looking xRick by Bigorno source code and data structures i noticed CPC version is very close to 16bits versions except for few points so levels are 99% identical to 16bits versions  ;)

I had finished this uncheated and it remains one of my fav games...

You get all my respect  ;D but full 16bits versions are more challenging  :o

Offline Gryzor

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Re: Rick Dangerous 128+!!!!
« Reply #2 on: 15:02, 12 November 09 »
xRick is an excellent port I have to say... Btw, is the full source of the original released? How are all these (and yours!) ports made?

As for difficulty - I *may* have finished it on my STFM, too, but I can't say for sure... Is it the extra levels? It must be, because otherwise I remember that the layout was really the same...?

When you finish it we'll make something special for the front page :)


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Offline arnoldemu

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Re: Rick Dangerous 128+!!!!
« Reply #3 on: 15:59, 12 November 09 »
I just cought this at Octoate's blog: Fano, BDCiron and MacDeath are preparing an RD version tat will take advantage of the Plus' abilities, offering:

  • the famous digitalised ‘Whhhaaa’ sample at 15Khz
  • Full levels from 16bits versions (special THX to bigorno)
  • Cutscenes with graphics from Amiga version
  • Musics from Atari ST version
  • New graphics
  • And some surprises…

Aw, c'mon guys, and you couldn't have said something here? Can't wait... can I be a beta tester? I had finished this uncheated and it remains one of my fav games...

You don't visit cpcrulez.free.fr ? It was mentioned on the forums. I don't understand French well, but I saw it there and thought cool.

Offline Gryzor

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Re: Rick Dangerous 128+!!!!
« Reply #4 on: 09:00, 13 November 09 »
No, I rarely visit the forums... but maybe I should start!


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Offline fano

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Re: Rick Dangerous 128+!!!!
« Reply #5 on: 14:30, 13 November 09 »
Well seen Arnoldemu  ;) i posted a prototype @cpcrulez some time ago.

xRick is an excellent port I have to say... Btw, is the full source of the original released? How are all these (and yours!) ports made?

Yes, it is avaible at bigorno.net (http://www.bigorno.net/xrick/).Reverse enginering is the first step.xRick code has been written from it and ressources has been ripped.Rick128+ is just a patch on game funcs.

Offline TFM/FS

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Re: Rick Dangerous 128+!!!!
« Reply #6 on: 00:16, 14 November 09 »
Hi,

On the picture on Octos page is looks like that RD 128+ uses the old sprites. So just a question, will it use normal sprites or Plus sprites (what would be way better :-)
TFM of FutureSoft
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Offline Gryzor

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Re: Rick Dangerous 128+!!!!
« Reply #7 on: 09:05, 14 November 09 »
Is there a color number limitation in Plus sprites?


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Offline fano

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Re: Rick Dangerous 128+!!!!
« Reply #8 on: 10:21, 14 November 09 »
Hi TFM , yes it uses the old soft sprites code.Hard sprites have been used for the new HUD.

Sprites colors are limited to 15 (1-15) in 4K (0-4095 or 0xRRGGBB) range.
« Last Edit: 10:48, 14 November 09 by fano »

Offline MacDeath

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Re: Rick Dangerous 128+!!!!
« Reply #9 on: 17:30, 16 November 09 »
Hello there...

Well, I am the Re-design manager, sort of.

So of course it still use the codes with old soft sprites, but many (well, some) improuvments are being done concerning design.

It seem that the CPC sprites where ported in Mode0 wide pixels at the same time as the C64 version (most sprites but rick are Mode0 like, but as the C64 use only 3 colours per sprites, the CPC onbes where a bit...baclés ? screwed-up ?
Well, didn't get the work they deserved.

So I tryed to rework those a bit :

Re-attribution of colours, as Rick Old used only 14-15 colours in fact...
My version use 16 colours, with 15 colours also used by the sprites (and add the Extra HUD colours.

Also, I used the Plus palette.

As you know, CPC old lacked a proper Grey range.
Well, the new Rick shall get all the greys it deserves...

But I also tried to remains faithfull to the Old CPC flavour (maybe a bit too much, as would say BDC Iron...)

But my main goal was to separate the colours from the Bagrround and the forground even more.

Also the sprites lacked expression, and were so screwed up sometimes, I hope I managed to fix that enough.

So yep, it use soft sprites, and they are well coded.
Masked, and can be turned left-right so less sprites to get.

The main technic used by Fano was to add stuff thanx to the fact Rick used alsmot only 48Ko and loaded once.
With 128Ko Ram, and the possibility to load for each level, you get a lot of free space indeed.
But as you also know, the game sometimes go sluggishier/slowier.

Well, as a result, it cannot be that improoved too.

Soo extra features between levels, longer levels too because we can reload between levels.

But the core system concerning graphics and sprites managment is quite unchanged, because it was so good for a CPC game.

So no, no more than one kind of ennemies per level (as in 16 bit versions).

But complete levels and better designed sprites.

I didn't tried to get the same as on 16bit, I sttarted from the 8 bit Mode0 sprites (C64 and CPC) and modded them to get something...different and more expressive.

Hope you'll like it.


As I always say, I suck and fail at coding...
But Fano helped me a lot and the job is not finished yet.

It is the 3rd "serious" project I work for.

But, the other 2...well, they almost seem to go Vaporware, lol...



Please click on this each day...

Offline fano

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Re: Rick Dangerous 128+!!!!
« Reply #10 on: 21:14, 16 November 09 »
But as you also know, the game sometimes go sluggishier/slowier.

Using raster interrupts seems to reduce that.Counterpart, as DMA list feeding is done in real time , game has slowdowns when playing sample...


But, the other 2...well, they almost seem to go Vaporware, lol...

you're too impatient, that's all ;)
Everyone has his own dev speed , juste be patient and their respective projects will come.


Offline TFM/FS

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Re: Rick Dangerous 128+!!!!
« Reply #11 on: 20:58, 18 November 09 »
Hi Guys!

Well, to rewrite a game is at least 50% of writing a game new. Maybe sometimes even 110% ;)

And if you want to run it with ("only") 128 KB its even harder!

I'm sure you all do a fantasic work! Keep on working on it!

Can only say, I'm really looking forward to see the final result!!!
TFM of FutureSoft
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Offline fano

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Re: Rick Dangerous 128+!!!!
« Reply #12 on: 21:27, 19 November 09 »
Thx TFM/FS , we are working hard on it ;)

Offline ukmarkh

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Re: Rick Dangerous 128+!!!!
« Reply #13 on: 16:18, 20 November 09 »
Thx TFM/FS , we are working hard on it ;)


Can we get a behind the scenes sneak peek?

Offline fano

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Re: Rick Dangerous 128+!!!!
« Reply #14 on: 17:39, 20 November 09 »
BDCIron is finishing loading page and its code , Macdeath is working to edit some tiles and sprites and i am preparing the work for the next project, euh i meant i am waiting for their respectives works to finalize the project.

The Goolus are an example of Macdeath's work , he made a nice work on them and they fit perfectly now :



I created some time ago a page on wiki and i'll attach disk to it when finished :
http://cpcwiki.eu/index.php/Rick_dangerous_128%2B
« Last Edit: 17:42, 20 November 09 by fano »

 


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