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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 5-Aug-2023 19:08:13
#461 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@NutsAboutAmiga

Quote:

NutsAboutAmiga wrote:

... but it works in the menus, hemm..


The menus are rendered to chip ram using the original code and a planar to chunky conversion puts them into video memory. The longer term plan is to rewrite the menus completely as they are a bit difficult to work with, to put it mildly.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 5-Aug-2023 20:04:55
#462 ]
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Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

Yeah, I saw the smilie but just playing along!

Thanks for all your hard work! Looking forward to trying it all out! Remind me which level features the blue/red Emperor Throne room style walls now and which one now has the Alien Breed 3D 1 tribute bit?

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NutsAboutAmiga 
Re: Updated Alien Breed 3D 2
Posted on 5-Aug-2023 20:11:42
#463 ]
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Joined: 9-Jun-2004
Posts: 12820
From: Norway

@Karlos

Yeh, I can’t figure out how to quit the game, I just terminated EUAE instead

Not sure if like effects in menu or not, it make text less readable, but I guess its one of small unique things about this game as well.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 5-Aug-2023 20:20:29
#464 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@NutsAboutAmiga

Numpad asterisk quits the game directly.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 5-Aug-2023 20:22:37
#465 ]
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From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@NutsAboutAmiga

Even of we replace the menus, 99% of the game's original DNA is there still. Most of the changes so far have been bug fixes and optimisations, then a hybrid asm C build which in turn has facilitated the RTG version

Last edited by Karlos on 05-Aug-2023 at 08:31 PM.

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ppcamiga1 
Re: Updated Alien Breed 3D 2
Posted on 6-Aug-2023 17:44:07
#466 ]
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Joined: 23-Aug-2015
Posts: 771
From: Unknown

@Karlos

It is possible to not open misc.resource when not needed?
It is missing on my Amiga 500 1 GHz.



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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 6-Aug-2023 18:53:46
#467 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@ppcamiga1

Is that under OS4 native or is that under E-UAE on OS4? Addressing the misc.resource issue on OS4 native (unless running on classic A4000 or A1200) may not get you much further as it's still very much coupled to Paula for audio ans AGA for the menus, even on RTG. As mentioned previously, the current menu solution actually runs natively on AGA and the resulting planar graphics are converted to chunky for display.

I do want to get to a fully system friendly version with support for AHI, RTG and a more general serial solution but that's going to take a long time given current progress.

Last edited by Karlos on 06-Aug-2023 at 06:55 PM.

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NutsAboutAmiga 
Re: Updated Alien Breed 3D 2
Posted on 6-Aug-2023 20:25:39
#468 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12820
From: Norway

@ppcamiga1

misc.resource is used to allocated hardware on classic Amiga computers. I have thought about creating one, but I expect it just crash on something else. it’s probably a good thing you can’t open it. if only more 68k program checked if was allowed to bang hardware.

instead of removing it, it be used to check if is allowed access to serial port and that part can be disabled perhaps.

Paula can be handled by NallePuh, maybe, depends on what it does.
what worries me is ciaa/ciab, more than anything else.

also if did work, I expect the game to look like a small stamp in corner, we need some type of scaling routine for AmigaOS4.

Last edited by NutsAboutAmiga on 06-Aug-2023 at 08:30 PM.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 11-Aug-2023 13:26:31
#469 ]
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Joined: 24-Aug-2003
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From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

Did you get two player RTG working?

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 11-Aug-2023 17:48:59
#470 ]
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Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

Up and running my end as of last night! It's great to have the counters functioning on RTG! My first choice Player 2 will be using another A1200 PiStorm32 but under AGA. I'm guessing from what you said his counters may not work? I'll let you know how we get on with the serial link after tomorrow!

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 12-Aug-2023 13:04:23
#471 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

The very latest build fixes the HUD in the C build for both AGA and RTG. There are some reports of instability however.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 13-Aug-2023 9:09:04
#472 ]
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Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

It worked a great though I only seemed to be able to play Level 1. Maybe it's like AB3D 1 where it only allows you to play the maps you've completed in single player! Could we change this?

Also, it didn't like one machine being in RTG mode and the other AGA! It froze the screen when I tried that! AGA vs AGA worked fine and counters worked perfectly! Thanks!

Other thoughts: I wish there was the option to have all the guns on 2-player start whatever the level. Ammo is very scarce on level 1 and Player 2 struggled to find any more!

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 13-Aug-2023 16:12:19
#473 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

Just to add to the confusion: the pure assembler AGA-only version border graphics always worked. What doesn't work (until now) are the border digits in the mixed assembler+C RTG capable version when choosing an AGA mode. You can start the "RTG version" and select PAL 320x256 mode and it uses planar/C2P. However, mpst of the drawing code in this case is going through C replacements for the original assembler.

In future it is likely the assembler-only version will just stop getting updates since the C version makes it much easierro add new features.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 13-Sep-2023 13:44:18
#474 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

In game messages are making a comeback....

https://youtu.be/yD8vhDukm3c

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NutsAboutAmiga 
Re: Updated Alien Breed 3D 2
Posted on 16-Sep-2023 10:04:47
#475 ]
Elite Member
Joined: 9-Jun-2004
Posts: 12820
From: Norway

@Karlos

Cool nice work..

Just for fun, I’m adding CIAB Timer A / CIAB Timer B support to NallePuh.
(It probably won’t make all the broken software run, but can give slightly higher chance of success.)

AmigaONE X50x0 and some QEMU users seams to be happy with Speed of EUAE, so I’m not sure worth effort, but never mind.

Last edited by NutsAboutAmiga on 16-Sep-2023 at 10:08 AM.
Last edited by NutsAboutAmiga on 16-Sep-2023 at 10:08 AM.
Last edited by NutsAboutAmiga on 16-Sep-2023 at 10:06 AM.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 20-Sep-2023 19:29:53
#476 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

"We're bringing limits back...
Low on ammo and under attack...
Need to get out and maybe backtrack.
Damn, I wish I'd found that hidden backpack...

Check up on that ridge!"

https://youtu.be/SbZWWtnXtDE

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 29-Sep-2023 19:33:50
#477 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

Support has been added to both the game and LevelEd (now at version 3.8.1) for per-level floor graphic overrides. This is only of use to modders but reduces the limitations of the original somewhat.

As some of you may know, there are a grand total of 16 different floor types in the whole game (each with distinctive sound, damage inflicted and texture). This limitation still applies but it is at least possible now to use alternative graphics on a level by level basis. Naturally, I've started to use this in my mod.

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BigD 
Re: Updated Alien Breed 3D 2
Posted on 30-Sep-2023 11:43:06
#478 ]
Elite Member
Joined: 11-Aug-2005
Posts: 7323
From: UK

@Karlos

Is it worth another download a this point? Are the rock wall textures, new floor textures, text dialogue all incorporated with 2-player support too?

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 30-Sep-2023 14:47:07
#479 ]
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Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

@BigD

The level editor has only just been updated to support the new features, so there's not much point yet. We also just added per level wall texture overrides. Visually this is a bit of a game changer as you could design levels that have large amounts of subtle variation but I'm not the fastest at creating new assets because it's quite tricky to do well, especially wall graphics. You need to create textures that tile correctly, work as a coherent theme, fit the rather odd game palette and shade well under different lighting conditions. Also, I am a bit OCD about it too, lol.

I haven't tested anything at all in two player because for various reasons I can never get the two instances talking to each other. Probably an issue with wine as it apparently works on windows.

Last edited by Karlos on 30-Sep-2023 at 02:50 PM.

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Karlos 
Re: Updated Alien Breed 3D 2
Posted on 30-Sep-2023 15:33:29
#480 ]
Elite Member
Joined: 24-Aug-2003
Posts: 4405
From: As-sassin-aaate! As-sassin-aaate! Ooh! We forgot the ammunition!

Hopefully these link ok...

https://eab.abime.net/attachment.php?attachmentid=80354&d=1695986195

https://eab.abime.net/attachment.php?attachmentid=80353&d=1695986188

https://eab.abime.net/attachment.php?attachmentid=80352&d=1695986181

https://eab.abime.net/attachment.php?attachmentid=80357&d=1696007267

Last edited by Karlos on 30-Sep-2023 at 03:35 PM.

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