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General Category => Games => Topic started by: Keith A Goodyer on 04:08, 25 February 10

Title: R-Type
Post by: Keith A Goodyer on 04:08, 25 February 10
You make one little mistake in your life and the internet will never let you live it down....

Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

Keith A Goodyer (realy)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 11:00, 25 February 10
QuoteKeith A Goodyer (realy)
Oh wow...OMG.

We have a guest star.



Well, we know it wasn't really your fault.

I mean, yes the company simply didn't allow enough ressources (Mode0 Graphist, Time...)  to get a more proper job.

You did well as I spent a lot of time playing R-Type despite it being "disapointing".

The game remains good because faithfull to the Arcade, and Speccy version being great (for a speccy) the Amstrad "emulated" one remains fun.

Yet may we get more details on how you made it ?

I suppose you had access to all ZX Spectrum datas and codes ? and started from those ?
Were you involved in Speccy's version too ?


So the urban legend stating it took 1 week to get a speccy port on Amstrad was false : it was 3 weeks. ;D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 12:28, 25 February 10
Quote from: Keith A Goodyer on 04:08, 25 February 10
You make one little mistake in your life and the internet will never let you live it down....

Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

Keith A Goodyer (realy)
Really ?  :o
Welcome on board !
Anyway you made a fairly decent job for the time you had.And that was interesting to look at your code  ;D (http://cpcwiki.eu/index.php/Talk:R-Type (http://cpcwiki.eu/index.php/Talk:R-Type))
We are planning to modify the original code to accept full Amstrad graphics in mode 1 without spectrum attributes.
Do you remember more details about his project ?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 13:32, 01 March 10
Quote from: Keith A Goodyer on 04:08, 25 February 10
You make one little mistake in your life and the internet will never let you live it down....

Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

Keith A Goodyer (realy)


Oh wow, this is just great... Welcome - we do hope very, very much that you stay here a while (Stay a while... stay forever!).

Regarding the game, though, I always said: I love it. Don't know what the fuss it. Could it be better? Sure. Is it great, does it have style, playability, hookability? Heck yeah!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 22:42, 02 March 10
Quote from: Keith A Goodyer on 04:08, 25 February 10
Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

These bastards!!! 21 days is nothing!!! You must have worked day and night.
However you will find great people here to do graphics ;-)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 10:24, 03 March 10
Keith A Goodyer: Please contact me, as I'm currently writing a CPC BOOK and would like very much to hear your opinions about life and the tribulations around programming in the 80-90's.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 18:03, 03 March 10
Well, I don't think he'll come back...

Maybe we hurted him a bit. ::)

But it wasn't meant to be mean...

Yet it would be great if he could tell us more of his work from that time.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 20:28, 03 March 10
Keith has agreed to do an iterview for the new CPC book?

Anyone feel they'd like to ask him something?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 20:37, 03 March 10
Quote from: ukmarkh on 20:28, 03 March 10Anyone feel they'd like to ask him something?
Great !
I may have some questions about R-Type , on what hardware it has been develloped (cross dev ?) and if he remember how he did the portage and some anecdotes about this dev.
Did he receive the source code and had to make the whole adaptation by himself ? (where i can find the source code ?  :P hum , forget about that  ;D )
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 20:45, 03 March 10
And some general insight into what it was like being a 8-bit games programmer in that era would be really interesting...?

I remember reading about Dave Perry and Nick Bruty developing games in ACU, and also 'The Making of the Game' in the later Amstrad Actions which were a good read.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Keith A Goodyer on 04:35, 19 April 10
Hi Guys (and Mark) Sorry haven't been back in a while - have had some  somewhat distracting personal issues over the past couple of months -  Mark I'm still up for it. 
   
    OK, I developed R-TYPE using the fantastic PDS system written by Foo   Katan. For those who have never heard of PDS, it was probably the   worlds first IDE - Editor, Cross Assembler, Linker and Debugger all in   one.  It run on the x86 architecture under DOS, and had a hardware   component that allowed you to 'Download' the compiled code directly onto   the target hardware. It eventually supported development for Z80, 6502,   and 68K.  It was probably the mainstay of all Video game programming in   the late 80's.
   
    I was very fortunate to be given Bob Papes EXECELENT source code for the   speccy version. I have never met Bob but have spoken to him on the   phone.  I have the highest regard for him!  Although the code wasn't   that well documented, many of his labels were somewhat self descriptive.
   
    Given the extream time limits i was given to the port this is basic   strategy that I took to do the port...  (I hope i remember all this   correctly)
   
  The spectrum had its ROM in the lower 16K, and the 48K of RAM above  it.  So I configured the Amstrad to locate the MODE 1 screen in the  lower 16K, and loaded the spectrum version in the top 48K (As it would  be located on a spectrum - and ran it).  I then went through the code  line by line, modifying anything that 'plotted' pixels on the screen to  something that would plot the equivalent pixels on on Arnolds screen.
   
    As the spectrum screen is 'Attribute Based' I continued to used all of   Bobs 'Colour' code, and the whole 768 bytes of the spectrum colour   attribute screen is running on the Amstrad version.  When ever there was   a 'Byte' write to the spectrum screen, I would use a look up table to   indexed by the byte and the value of the corresponding spectrum colour   attribute to extract the two bytes required to produce the correct   pixels on the CPC screen. Then all I had to do was port the control   (Sinclair/Kempston) to CPC stuck, and the Sound and the job was done.  A   few days with DJL to add the 'Protection' and the job was done.
   
    Now the sad news...  about 5 years ago, I had a massive leak in my roof,   and all my records (including the source code) was destroyed.  :(
   
   
    Now some Trivia:  At the time I had a 464, 664 and a 6128 - I took the   final masters down to Activision, and it would not run on their 6128.    It tuned out that at some point in time, Amstrad had made a small   revision to the design that meant that a the interrupt would fire just   before a frame fly back pulse, where on previous versions it would occur   just after. The net effect was that when my code was waiting for the   frame fly back pulse to occur, the interrupt would trigger just before   it, go off do some processing, and by the time it had finished the   processing and returend to the main code loop, had missed the pulse -   and locked up.

Noticing the name of this forum - I only have one thing to say...  We all have to eat!  LOL

As for the industry in the early days... It was fantastic!  The egos, and personalities were out of this world. There were some VERY clever guys, and there were some VERY slimey men in suites that knew how to abuse the geeks.  One of the greatest things to happen in those early days were Richard and David Darling, people dont remember that Codemasters was founded by two school boys.  I do remember a great night out in Lemington Spa with those two, and a missing traffic cone or two.

Keith

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 09:14, 19 April 10
Fantastic stuff... look forward to doing the interview soon, will be in touch shortly.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 17:58, 19 April 10
QuoteVERY slimey men in suites that knew how to abuse the geeks.
This explains all.

Thank you for those story.

The sad part is perhaps that you were'nt given a Graphist to get a real Amstrad Mode1 recode of those....
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 18:39, 20 April 10
Thanks a lot for this  ;D

Quote from: Keith A Goodyer on 04:35, 19 April 10
    Now the sad news...  about 5 years ago, I had a massive leak in my roof,   and all my records (including the source code) was destroyed.  :(
:'(
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 20:12, 20 April 10
Work in progress... ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 07:52, 21 April 10
I really love these mock-ups...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 12:29, 21 April 10
Those mock ups have the exact tile seting thanks to Fano Dev kit...

But it's quite long to work because I must do eack tile separately (with Graphx2), and i'm doing every levels and sprite...

Some part are well started, other not.


At first I simply recolour, but after it is donne I rework the pixels a bit, and try to had a 3colour dithering.

So instead of the 1 bit dithering, it will be Black-Colour-White...this is the longer par IMO.

I also have Arcade's levels mock, it fun to compare with the Speccy/amstrad graphics.
In fact I think the original Graphist had access to the Arcade Datas, because it often match to the pixel, just some elements were reduced or using only bits of the original graphic.

Aso a lot less tile because of the Speccy 48K limitation, and a reduced screen because of Speccy's shitty resolution.

BTW the speccy version was incredibly accurate, so is the CPc version, because it's the same.

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 17:11, 21 April 10
Quote from: MacDeath on 20:12, 20 April 10
Work in progress... ;)

Hey MacDeath!

That's awesome. Now let me ask you a question. Do you have that graphics also as CPC screens? Can you send me them as 17 KB screens? I would like to try something with it, you would be the first who get's the result ;-)

Greets, TFM
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 17:30, 21 April 10
@ TFM/FS : What CPC screen ?

In fact I have a tile set, and Fano's devKit enable to place the tiles in one big picture, recreating the Levels...on a PC.

Also as it is a WIP and a project with Fano, I wouldn't like to give you all his stuff.

Ask him before.


But I may craft you a mockup to convert with convimgcpc or whatever you like...



On another topic :
Bingo !!!!

I found out that the Speccy/CPC version of R-Typer is somewhat ported from the Atari ST version (Graphiocally), I managed to find some pictures of the Atari versionl and it seems to match well the Speccy version (concerning the tiles mostly).

Also the 16 colours Atari ST version is helpfull for me to do some ditherings...


I put you 2 Atari ST pics, you may compare with the 2nd level : the background tiles are exactly the same, also the Atari ST (as a fully softwared machine) doesn't have any background...but a starfield...

So basically the r-Type port was managed exactly like PacMania...(and vice-versa).

Amiga and C64 got theyr own version, and Atari-Speccy-Amstrad were developped in the same batch, with the CPC version simply a emulator based Speccy port.

Where the men in suit did it wrong ?
Well, they asked Goodyer to do the port from speccy when it was completly finished...
A more proper way would have been to ask him to work with the speccy team at the same time and with each other (perhaps not possible due to geographic distance) and the Graphist would then do both version instead of only Speccy...

But hey, if men in suit were geeks friendly, would would knew it... :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Devilmarkus on 17:55, 21 April 10
Would look cool in MODE 0... Do you think this would be possible?

CPC+ example: (perhaps in final version: real sprites)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Devilmarkus on 18:05, 21 April 10
Example for old CPC:
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 18:16, 21 April 10
Quote from: MacDeath on 17:30, 21 April 10
Also as it is a WIP and a project with Fano, I wouldn't like to give you all his stuff.

Great, keep us informed. In which way do you like to do it? Will you rewrite the code, to get rid off the low speed of the CPC version? Or will you just replace the graphics and maybe the plot routines?

Well, my idea was to get the tiles and put them into my game engine, just to take a look at it how it would look like. That's all. The game engine is not made for too much sprites, but I'm nosy ;-)

Which size have your tiles in pixels?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 21:03, 21 April 10
Well, I just do the Graphix...

Fano tried to Hack and analyse the code.

So basically he would like to re-use the same engine, to achieve (in our dreams) :

--Graphics with really encoded 2bit graphics (real mode1) : the real big deal to really improuve the game.
--Some musics and in-between levels sequences (Intro/cinematic pages, jingles, and so on...)...
--and a good menu as on console games or rick 128+.

And this thx to the use of 128K RAM instead of 64K...

The Starfield is also not that well adapted for the game (especially on the CPC).
it slows the game a lot, so we may like first to remove it, then  perhaps upgrade it so it would take less ressources or be more adapted.

In my opinion, the starfield should be slowier so it would give a feeling of deepness. (would act as a real "Back" ground)
And also I think it should be only in the 1/3 middle of the screen... so we would less see the unmasked sprites/tiles.

or stuff like this.

But Fano has few time ATM, and it's not that easy to perform, removing or altering the starfield may screw up all the engine, per exemple (I dunnow, let's see, lol)


Concerning the tiles (and sprites) well...
As a Speccy game it is 8x8 tiles, but fano got them as 32x32 cause it's easier to work with this.

The problem is : we don't know how to really edit levels, so we can juste fill the same Tile-setting/Map with exactly the 8x8 tiles at the same place.

Also the Sprite management...
I think some animations have too many frames while other have to few...
Or the size of some sprites is simply not good to get a proper stuff.

As a Speccy game, game-area was seriously reduced while a proper Atari ST port on Amstrad (even in Mode1, it could have been great) would perhaps enable 320x200 and pixel- exact graphics.

The R9 (player's sprite) is ridicuously small : 24x8 pixels... per exemple...

While the 3 different explosions actually have 7-7-3 frames, a total of 16...sprites.

No wonder it slows the game a lot, when you get a full row of common enemies, each one can initiate an explosion cycle of 7 frames...of almost 24x24 pixels...

Just getting explosions with 4 frames would gain a lot of stuff if it were possible.

Also the shield do have up to 6 frame for it's revolution...
And the drones (the little shields up and down of you that fire sperm...) have 8 frames...ouch (but this is good to keep this)

But i'm not the coder, so i ask those stuff to Fano because i'm a big mouth... ;D


So what kind of tiles would you need ? what kind of picture format ? I may give you this on PC pictures...to port this you'll have to do it by yourself.

But If I give you my stuff, it would spoil a lot of the surprise...

And it is actually WIP so it's not finished at all, i don't even know what colour to finally choose.


QuoteWould look cool in MODE 0... Do you think this would be possible?
Every thing if possible if you find a coder, a graphist and motivation+time...

Everybody tell "oh sh**t why no mode0 ?" but I think a mode0 version would loose a lot of the "finesse" (er...what is the word...) finely detailed graphics that can actually be achieved with a Mode1...

QuoteCPC+   example: (perhaps in final version: real sprites)
Concenring HardSprites for the Plus, I think it is not that possible to use them that much if you want to keep the game well animated.

But the R9 sprite would be sweet and easy, and perhaps a few special monsters that are not numerous at the same time, or missiles/big plasma beam, this kind of stuff...

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 00:56, 22 April 10
Bonjour,

Yes, I agree with your argumentation. The player sprite can remain that small though. Because then the enemies look more dangerous.

My game engine works with 16*16 (Mode 0), respective 32*16 pixel in Mode 1. Tolkin has choosen the format, he does graphics. I'm only the coding slave in the basement ;-) Hey, what do all these guys from India, Russia and China here ;-)

Well, in case Fano is ok with this, I would need the tiles for the background of Level 2 (just what you show on the picture). That's all. I'll send you the "result" first, and in case you dislike it nobody will ever see it.

See u l8er,
TFM
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 08:44, 22 April 10
The project aims a graphic renovation of the game and to gain a bit of speed , for other stuff , we'll see later.I still have to find how to replace scrolling code with the same (or better) performance , that is very tricky as it scroll only one bit per pixel and i need here to scroll 2 bits per pixel.I think this part is the bottleneck so if someone own a very fast method to do 1 pixel on Mode 1 , i am interested :D

Quote from: MacDeath on 21:03, 21 April 10
Concerning the tiles (and sprites) well...
As a Speccy game it is 8x8 tiles, but fano got them as 32x32 cause it's easier to work with this.
No exactly , in fact all gfx are char (8*8 pix) based but tiles are 4*4 chars (32*32 pixies) on CPC and Speccy.Everything about sprites and tiles have been explained here (http://www.cpcwiki.eu/index.php/Talk:R-Type)

Quote from: MacDeath on 21:03, 21 April 10The problem is : we don't know how to really edit levels, so we can juste fill the same Tile-setting/Map with exactly the 8x8 tiles at the same place.
In fact, it is not really difficult, i already gave all elements in cpcwiki R-Type discussion but you'll have to make a project file for tile maker.

Quote from: TFM/FS on 00:56, 22 April 10
Well, in case Fano is ok with this, I would need the tiles for the background of Level 2 (just what you show on the picture).
Hi TFM !
That's ok , just send me you mail by PM and i'll send you level 2 tiles ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 08:50, 22 April 10
Just a suggestion : that could be interesting to split this thread from #84 to create a new one about R-Type  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 09:04, 22 April 10
Quote from: fano on 08:50, 22 April 10
Just a suggestion : that could be interesting to split this thread from #84 to create a new one about R-Type  ;)

Done :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 09:16, 22 April 10
Quote from: Gryzor on 09:04, 22 April 10
Done :)
Thanks a lot , quick as lightning !
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 10:51, 22 April 10
Do I have this right?
Is there a new version of R-Type in the pipeline?
That would be great.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 11:06, 22 April 10
Quote from: Leonie on 10:51, 22 April 10
Do I have this right?
Is there a new version of R-Type in the pipeline?
That would be great.
Yes , it follows the same way as RD128+ but for classical CPC with disk and 128K of RAM.But the road is still long and there will be months before showable result.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 11:36, 22 April 10
QuoteI would need the tiles for the   background of Level 2 (just what you show on the picture). That's all.   I'll send you the "result" first, and in case you dislike it nobody will   ever see it.
Well, if you want the tiles, they are not finished ATM concerning level2, bu t you can get the picture I did in the past at my cpcwiki's page.

http://cpcwiki.eu/index.php/MacDeath (http://cpcwiki.eu/index.php/MacDeath)

Juste cut parts of the picture and import them as tiles with something like tile studio or whatever enable this kind of import.

I put you the TileStudio file here with this post.

So you'll need tileStudio :
http://tilestudio.sourceforge.net/ (http://tilestudio.sourceforge.net/)


It is to notice that the lvel 2 I shown you before (the WIP) will be a bit different, because I start again using the Files Fano sent me instead of the tiles I ripped thx to the graphics I found there :
http://www.sitedesteph.freesurf.fr/rtype/index.php?page=niveaux&plat=cpc (http://www.sitedesteph.freesurf.fr/rtype/index.php?page=niveaux&plat=cpc)


Considerations and Metaphysic with MODE1 horizontal shooter engines and integration of raster colour changes : ;)


Concerning the re-use of R-Type 's tiles in mode1.
Well, IMO, a proper engine for the 6128+ may still manage a good visual result despite the lack of colours.

The use of HardSprites is enough to put a boost on colours, also perhaps puting some raster colour chages can add a nice feeling depending how the level is finally designed.

Exemple : the player's vessel would need only 1-2 Hardsprites, yet not animated (as an horizontal shooter actually doesn't need the vessel to be really animated) it's a cheap way to get a good looking sprite and it can move well and smooth.

This then let 14 Hardsprites slots to add some ennemies, or even special effects, and perhaps multiplexing some of them for enemie waves can really do it.
Also you have to remember that you can still store some data in the RAM (if using a 6128...or perhaps a 512k ROM cartridge... 8) ) as not every kind of sprite are to be displayed at the same time (just adapt the game's design, level's design and enemies' patterns...)


Concerning Rastercolour changes, I have the Idea that getting something like 5 zones can do a sweet effect.

The Top and bottom borders would display a regularly shaped mass (corridor levels, a with a maze it wouldn't work that well...)  as can be seen on level5 (the flowers) or 8 from R-Type.
So if it is a foreground (sprite being behind them or collision destroying the player) they can have their own "raster zone", so a good part of the level may even display 2 different colours (just keep the Black and white in common then, but many stuff are possible)

Then concerning the play-ground (the middle zone) you may put 3-5 zones (Ideally) so some of the 4 colours would change slightly.

This would be the same colours but really slightly changed (thx to the 4096 palette) so you get a lighting effect.

Slightly Darker as you close to the top/bottom border, slightly  lighter as you get to the middle of the screen...or whatever.


Even with a CPC old, we have some of the 27 colours that are so slightly different that we almost dont seen the difference.

the 2 yellows 24 and 25.
Greens 18 and 21.
Light blues 20 and 23.
purples 08 and 17.
strange blues 05 and 14.
Greens 19 and 22.

So a level using those colours may use this technique...

Also something like the white getting coloured more like the top/bottom background...

Exemple :

7 zones :
--continued top border background (sprites can't go there) : lets say orange stuff..
--1/5 from top : white becomes yellow 24.
--2/5 : white becomes yellow 25
--3/5 (middle) : white is white.
--4/5 from top (2/5 from bottom) : white becomes light blue 23.
--5/5 form top (1/5 from bottom) : white becommes light blue 20.
--continued bottom border : something in blue like a sea-water.

another simpler effect/config : only a bottom background : rocky desert in orange or Lava/melting inferno.

4 zones :
--Bottom background : orange.
--close to the bottom : Yellow.
--closer to the middle : light yellow.
--upper middle : white.

So it would do like some kind of sand storm, or radiations or whatever...
or like a light reflecting on the surface and being tainted.


you can do such trick with Yellow, green, blue as the CPC old palette is well supplyed in nearly identical light tones. (colours 18 to 26).


Just remember the red sky from switchblade on GX4000...
Or Stryker in the Crypt of Trogan, with it's clearly visible Raster colour changes in the playground, being one of the rare game to effectively use this like that.


The same can be done even smootherly with a PLUS, yet it wouldn't work with Hardwired sprites...(unless it is possible to fastly change the Hardsprite's palette without reloading them... Is it possible ?)

The only problem : is it difficult the get a good Mode1 engine enabling 3 to 7 raster zones ? (and perhaps even +1 for the HUD)


Next : why not putting the "ligthing effect" centered on the player's sprite ?

But this would need the raster to move with the player's sprite...

The idea between this is that many Speccy ports actually have Raster colour chages.

PacMania, blackTiger, Deflektor...and even R-Type.
And a mode1 shadow of the beast could have been far better with a bit of Rasters instead of those 2 shitty slilly looking snakes, for the exterior levels...
(The bottom's fence would then get 1-2 different colours, the upper sky with the mood too..?)

Of course such thing can't probabably be added to the existing R-Type Engine (mmm...Levles 6 and 8 would do great with a slight change for the top/bottom...), but something designed specificly may be great too.

Also my exemples change only the white, but a second colour may also be altered the same way, depending of the inks/colours choosen.

Needless to say, such stuff is also possible with a Mode0 games, this may even be far more awesome IMO.

Up to you, code wizards ! :P
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 12:34, 22 April 10
Quote from: fano on 11:06, 22 April 10
Yes , it follows the same way as RD128+ but for classical CPC with disk and 128K of RAM.
But the road is still long and there will be months before showable result.

Can we look forward to some technical improvements?
The scrolling of R-Type is really strange-looking. On the right side of the screen you can see the "birth of every block".
Can someone explain the cause of this?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 13:06, 22 April 10
I don't know why this happens in technical terms, but it's worth noting that it's not the poor CPC's fault - you see this kind of scolling entry even today, on TV, when they have scrolling text; sometimes the same happens...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 13:41, 22 April 10
Quote from: Gryzor on 13:06, 22 April 10
I don't know why this happens in technical terms, but it's worth noting that it's not the poor CPC's fault - you see this kind of scolling entry even today, on TV, when they have scrolling text; sometimes the same happens...

You´re right, off course it´s not the CPC´s fault. There are a lot of games for the Amstrad with better scrolling.
Maybe ArnoldEmu can say more about how the R-Type-scrolling works?!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 13:53, 22 April 10
The scrolling in R-TYPE on the CPC is a bit weird, it was also as if the left side of the screen eraseses bytes from the graphics, right before its scrolled out onto the screen.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 14:38, 22 April 10
For right side , it seems to be the simplier and the fastest method.It is possible to remove this 'step' but that will need some (hard) work.
As graphics are stored as characters , the program only draw a full character every 8 scroll move.

For left side, it is simply caused by starfield.In fact , when a star reach the left side of the screen , visible or not (behind the background) , it is erased with a black byte.If the star was behind background the program does not care and still draw a black byte cause the erasing.

The scrolling works too with characters system like sprites, it is not complicated but that could be a bit long to explain (if you are really interested , i'll add a message about it)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 14:50, 22 April 10
There is no other game that I know with this kind of "step"-scrolling like R-Type.
For the new R-Type version, is it possible to remove the stars to gain CPU-Power for a better background-scrolling?
Would that make a difference?
How CPU-Intense are the stars?
 
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 15:09, 22 April 10
Quote from: Leonie on 14:50, 22 April 10How CPU-Intense are the stars?

Look at the attached image, the colors in the border show time used for interruptions.The first blue zone is the interrupt when the starfield is drawn , the zone that does approx 2 chars near the score is just a synchronisation for score raster so it is lost time

Quote from: Leonie on 14:50, 22 April 10
There is no other game that I know with this kind of "step"-scrolling like R-Type.
There are not a lot of games that does pixel scrolling in mode 1 on CPC (i can not remember anyone)


Quote from: Leonie on 14:50, 22 April 10For the new R-Type version, is it possible to remove the stars to gain CPU-Power for a better background-scrolling?
Would that make a difference?
Or to implement a sound player to add music and sfx in the same time  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 15:46, 22 April 10
Quote from: fano on 15:09, 22 April 10
Or to implement a sound player to add music and sfx in the same time  ;)

Yeah, that´s a good idea.  ;)
How about a big titeltune, with soundchip/digi-mixmusic?
(Dear Targhan, can you hear me?)
But I don´t really like the original-music of the Arcade-Original that much, maybe some new music should be composed. (Does someone like the InGame-soundtrack of Arcade-R-Type?)
Are there any plans to code the new R-Type in Mode 0?
Full colour would be nice, but a lot of hard work I think...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 16:13, 22 April 10
It would be a blasphemy not to use the original R-Type theme, methinks...

Also, about the stars: the background would get too empty and boring IMHO!

Finally: I think Mode 1 would be the best...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 16:31, 22 April 10
About R-Type scrolling: Complete tiles are drawn, because if you draw every single pixel, it cost's a lot of time more. I use the same technique for Giana Sisters, even if I draw 1/4 of a 16 Mode 0 Pixel broad tile every second frame, anything else is possible but uses up cpu power.

About R-Type scrolling: @Fano: Well you can use two screens in the first 64 KB and put the whole game to the second bank, so you can make the scrolling more efficient. But in this case you have soooo much work to to (get game in 2. 64 KB) that it would be like to rewrite it. So maybe it is not that hard as I think ... just an idea, hope it helps....

@MacDeath & Fano: Thank's a lot guys! You're great!!!

Again about pixel scrolling: Like I remember ... Forgotten Worlds did it too.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: viddi on 16:48, 22 April 10
Wow, just WOW!!!

Another fantastic project.
You guys rule!

Thanks a lot. :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 17:06, 22 April 10
QuoteAlso, about the stars: the background would get too empty and boring   IMHO!
Well, the Starfield had the advantge to actually add a bit of colours on the screen as the backgrounds were monocolour and the empty space simply black.

but with properly redesigned tiles, the monotone feeling will probably be less present.

Also the sprites are getting recoloured too, so the full screen will actually look a lot more coloured...less empty, as every graphics will get more relief/volume/presence compared to the Attribute-like colouring of the sprites and the 1bit tiles.

But my feeling about this starfield :

--first we should try to get rid of it. Just to see if the game is really increased in speed.
--But because it is effectively a mean to fill the screen, well it should get a complete modification if it is to stay.

I don't know the detail on how to do a starfield.
Yet :
--getting it running slowlier than the backgrounds : would make a "paralax" effect, and perhaps take a lot less ressources.

--Just getting it working on the 1/3 middle of the playground (between 1/3 and 2/3, centered on the middle or whatever)
Because there are almost always tiles on the bottom and top of the screen, it's useless to fill this part ofthe screen with a starfield.

Also it is to notice that only a few parts of the game are actually in exterior environment.
So getting the starfield only on the middle of the screen would produce an enclosed roofed environment feeling.

Get a look at Arcades level5 to get what I mean.


On the other hand, a lot of bosses (almost all of them...except perhaps level 4's...) are supposed to be static, so a scrolling starfield while blasting them is simply ridiculous !


What  is the framerate of the starfield ?

Perhaps getting it with a "poor" framerate would also give a Sparkle effect : this would per exemple lessen the effect of the "collisions" with the unmasked elements (the square shadow of death, usefull against colourclashes, useless on a CPC...lol...)

As Stars sparckling would indeed even add realism...


But in my opinion, the actual starfield is too fast, put too much stars, and screw to much the game.
It's fast, fluid but inadequat.
Even when the game slows due to a shitton of explosions, enemies and a fully equipped R9, it seems that the Starfield never really slows down...it is the only one then...

Get out !
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 17:23, 22 April 10
Quote from: MacDeath on 17:06, 22 April 10
Even when the game slows due to a shitton of explosions, enemies and a fully equipped R9, it seems that the Starfield never really slows down...it is the only one then...

Seems to be interrupt controlled. In this case it could be (hopefully) quite easy to switch it off, just to see how much ressources would be set free. Or if there is a speed up in game-play (and how much).
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 17:35, 22 April 10
Indeed, I think a slow starfield would work quite well and produce a parallax effect.

But I don't think it'd look ridiculous in boss fights - the boss may appear static relative to the screen view, but both him and the ship move through space...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 17:40, 22 April 10
Quote from: Gryzor on 17:35, 22 April 10
But I don't think it'd look ridiculous in boss fights - the boss may appear static relative to the screen view, but both him and the ship move through space...

True for some of them, maybe not for Level 2
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 18:35, 22 April 10
Quote from: Gryzor on 16:13, 22 April 10
It would be a blasphemy not to use the original R-Type theme, methinks...

Also, about the stars: the background would get too empty and boring IMHO!

Finally: I think Mode 1 would be the best...

The motion was defeated... :'( :'( :'(
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 19:04, 22 April 10
Quote from: TFM/FS on 17:40, 22 April 10

True for some of them, maybe not for Level 2

Also not for Level 1...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 19:39, 22 April 10
The 1st level : only the beginning is supposed to be in open space, the   rest (after you pass the reactor door) is enclosed.

2nd level : some sort of giant biologic garbage were you fight a giant vagina monster probably inside the anus of a living planet... ???

The 3rd level is moving, with a giant vessel so yeah the starfield is perhaps suitable, yet at the end of the level the scroll stops and you're like in some sort of cavern...(Roof)

  Actually the boss from 4th level is quite supposed to be in space.

5th level : looks like inside the bowel of a giant living planet too, being attacked by gastric worms, the flowers being in fact "Intestinal villus"
Yet the original background seems quite deep  so the middle-only starfield would suit, if slow enough.

6th level : some sort of Factory. enclosed.


7th level : oh, another enclosed garbaged junkyard, yet this one is more mechanical, yet full   of critters too... this one doesn't look like an anus.

Last level (8th) : this time you are inside a giant testicle heaven... fighting an old perverse behind 2 green penises with tentacles on the Glans... while you get attacked by avorted Foetuses...


Seriously, what's wrong with japanesess ? ;D

So yep, the starfield is bad, evil, a screw by the Bydo empire...



Is it possible to simply freeze the starfield ?
So it remains stationnary, no more moving but still being displayed ?

If so, this is perhaps a good solution for the static bosses.

On the other hand, this "Starfield" may indeed be some kind of spores in suspension in the air.



mmm.
As Fano pointed, there is a wait for the Raster colour change of the HUD.

This would be wasting time.

If so, this may explain why so many speccy ports are so laggish and sluggish.
Would it put more waiting time to add other rasters ? or would it fill this timer ?

(I don't figure how does it work)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 20:24, 22 April 10
Quote from: TFM/FS on 16:31, 22 April 10About R-Type scrolling: @Fano: Well you can use two screens in the first 64 KB and put the whole game to the second bank, so you can make the scrolling more efficient.
It is a good idea , i'll take a look if it is possible.

Quote from: Leonie on 15:46, 22 April 10But I don´t really like the original-music of the Arcade-Original that much, maybe some new music should be composed. (Does someone like the InGame-soundtrack of Arcade-R-Type?)
I like the original arcade musique, the themes are mythics.They have been adapted for AY on Atari ST but the result is not happy , they must be adapted with STArkos/Arkos Tracker to take advantage of this great tool.

Quote from: Leonie on 15:46, 22 April 10Are there any plans to code the new R-Type in Mode 0?
Full colour would be nice, but a lot of hard work I think...
To be honnest i have a preference for Mode 0 but MacDeath owns the full choice of graphical mode , i rely on him for gfx so he can choose the mode he wants as long the result is good.After , the CPC code is generic except for one or two routines so for me mode 0 or mode 2 do not make a big difference.
I don't think Mode 0 or 2 are the hardest  for this game, Mode 1 is for me the hardest choice.

About starfield , it adds a lot to the game apparence because it runs at 50Hz so that can give the impression the game is faster than it is in reality.Counterpart is it eats a lot of machine time.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 21:40, 22 April 10
Well, some levels would indeed look better in Mode 0 (technical backgrounds), but some look better in Mode 1 (animal background). I wouldn't wonder if we will see (one day perhaps) a R-Type with some levels in Mode 1 and some in Mode 0.

@Fano: If you relly relocate the game in the second 64 KB than you still can put all plotting/scrolling/etc. graphic producing code in the first 64 KB. Then there should be enough RAM for all routines (for Mode 0 and 1). But hey  ;)  I don't want to make you that much work, that you do nothing else for 99 month  ;D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 00:34, 23 April 10
If this one manage to be released (Re-Type 6128)...   

Fano will certainly go back to WildFire 6128+... :o

This one is to be Mode0 and include a lot of tricks and stuff...




Errrr... I was wondering.

Is there at least 1 decent horinzontal shooter in Mode1 on Amstrad CPC ?

I mean, a real shooter, not games like midnight resistance and so one...

And "Decent"...I mean, using well the Mode1.

Please tell me so I could see that.
But from my own memory (I didn(t test every games), R-Type was perhaps the only decent horizontal shooter I played on Amstrad...


(Flying shark being the Decent vertical one in Mode1...)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 04:53, 23 April 10
Quote from: MacDeath on 00:34, 23 April 10
Is there at least 1 decent horinzontal shooter in Mode1 on Amstrad CPC ?
Please tell me so I could see that.

Uridium ;-) Airwolf II, Fres Attack(even in Mode 2). Not too much are out there, but few ;-)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 09:22, 23 April 10
Well I think Chronos does a good job, and Fres Attack is just wonderful.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: GFXOR on 10:45, 23 April 10
QuoteI mean, a real shooter, not games like midnight resistance and so one...
And   "Decent"...I mean, using well the Mode1.
Do you mean that Midnight Resistance is not a decent shoot ? Or that it doesn't use well the mode 1 ? According to me, this is one of the best mode 1 shoot. Better than Flaying Shark (one of my favorite shoots). I think it is possible to make better gfx, but it is a bit hard...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Devilmarkus on 11:08, 23 April 10
Use mode 1 with colour rasters ;)
Scrolling background stripes on top & bottom: 1 colourset
sprites another.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 14:16, 23 April 10
Midnight resistance is a platform shooter...

Not a pure shooter.

Some say run and gun...yet I was talking about pure shooterz, were you have no gravity like system nor platforms to walk and jump on.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 20:03, 23 April 10
Quote from: ukmarkh on 09:22, 23 April 10
Well I think Chronos does a good job, and Fres Attack is just wonderful.

Yes right!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 20:25, 23 April 10
As there are a lot of discussions about graphical mode , if someone wants to remake full game graphics (all 8 levels) for mode 0 i'll make an edit to have mode 1 and mode 0 versions (or mode 2 if someone wants).Just PM me in this case.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 18:58, 11 May 10
hum mode 2 anyone ?  :P
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 17:44, 12 May 10
Sorry my dear friend but geting a CPC R-Type version which would look even less coloured is certainly not an option...

I also spend too many time re-pixeling in mode1, I just can't imgine the naghtmare of a Mode2 version... ???
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 17:56, 12 May 10
What's about Mode 2 and color clash  :P  Back to the spectrum  :P
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 18:39, 12 May 10
lol TFM

Don't be afraid MacDeath , you have already a lot of work  (more that you can imagine) ;)

Mode 2 is not Spectrum , we have double resolution here , that makes a great difference !
That's a shame Mode 2 is so unpopular , i am pretty sure it owns a great potential.I'd love to see a game using this potential , who knows , maybe one day  :P
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xifos on 18:42, 12 May 10
Hi everyone,

I was wondering what refresh rate you were aiming for ?
17 fps ?
And what size for the screen ?
128x192 ?
A scroll soft shooter on cpc cannot be smooth, even Atari STF struggled to do 25 fps (turrican 2 ST for ex)
Don't you think you should work at byte and choose mode 0 ?
I mean byte scrolling, byte mask for sprites, or even not masked sprites ?
I think R-type CPC needs to be completly rewritten, trying to just optimize it may be too much work...
One of the best shooter i played on cpc was Dark Fusion by Gremlin.
It used mode 0, great graphics, non maked sprites, it's really smooth, maybe the size of the screen was too little...
(sorry for my bad english again)
Anyway, good luck to Fano and MacDeath, after R-Type you have to do a new version of Twin World !!!
:)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 18:46, 12 May 10
Well, a bit more serious... since we don't get shot immediately when talking about Mode 2 and Games.

For the Plus the Mode 2 can be of big interrest, especially since you can use the scan line interrupt to change colors every scan line.

On the old CPC something like color clash can indeed be done, will use up a lot of cpu time, but it's doable. However, will be a pain in the aXX to synchronize it perfectly.
Finally Mode 2 with some more colours is there as a potential idea at least.

But I always depend on guys/gals making GFX and they always tell me: MODE 0!!!
For anything else we get burned on the stake :-(

Bye the way... it soooooooooooooooooooooooooo easy to use sprites with background in Mode 2.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 18:49, 12 May 10
Quote from: Xifos on 18:42, 12 May 10
A scroll soft shooter on cpc cannot be smooth, even Atari STF struggled to do 25 fps (turrican 2 ST for ex)
Hmm, which type of scrolling do you mean? For example TLL has smooth scrolling in all directions (and it's not the only CPC game with smooth scrolling).
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 18:51, 12 May 10
Quote from: fano on 18:58, 11 May 10
hum mode 2 anyone ?  :P
I concur!!! Would be a great exercise to see how much you can wrestle out of the machine in that resolution...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 18:51, 12 May 10
Quote from: TFM/FS on 17:56, 12 May 10
What's about Mode 2 and color clash  :P  Back to the spectrum  :P

Oooh there; I didn't know the speccy can do 640px???!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 18:58, 12 May 10
Concerning mode 2, I guess it would be doable on a PLUS (not especially r-Type of course) as rasterchanges are easier, and you can get a few Hardwired sprites to get a bit of colours too...

But it has to be an  especially designed game with a gameplay entirely done on this purpose (getting a mode2 game...).


Also :
http://en.wikipedia.org/wiki/Color_Graphics_Adapter (http://en.wikipedia.org/wiki/Color_Graphics_Adapter)

there is something with the composite monitor, enabling to produce additionnal colours with ditherings...
Do you think such thing would be possible in Mode2 ?

QuoteUsing the NTSC TV-out instead of an RGBI monitor not only made for   less attractive colors, as described above, but as is common with NTSC   composite video, the separation between luminance and chrominance is far   from perfect, yielding cross-color artifacts, or color   "smearing". This is especially a problem with 80-column text:
     (http://upload.wikimedia.org/wikipedia/en/thumb/5/59/CGA_CompVsRGB_Text.png/590px-CGA_CompVsRGB_Text.png) (http://en.wikipedia.org/wiki/File:CGA_CompVsRGB_Text.png)    (http://bits.wikimedia.org/skins-1.5/common/images/magnify-clip.png) (http://en.wikipedia.org/wiki/File:CGA_CompVsRGB_Text.png)  80-column text on RGB (left) vs. composite monitor (right)        It is for this reason that each of the text and graphics modes   described above exists twice: once as the normal "color" version and   once as a "monochrome" version; the "monochrome" version of each mode   would turn off the NTSC color decoding in the viewing monitor   completely, resulting in a black-and-white picture, but also no color   bleeding, hence, a sharper picture. On RGBI monitors, the two versions   of each mode are identical, with the exception of the 320x200 graphics   mode, where the "monochrome" version produces the third palette, as   described above.

However, programmers soon found out that this flaw could be turned   into an asset, as distinct patterns of high-resolution dots would   "smear" into consistent areas of solid colors, thus allowing the display   of completely new colors. Since these new colors are the result of   cross-color artifacting, they are often called artifact colors.   Both the standard 320×200 four-color and the 640×200 color-on-black   graphics modes could be used with this technique.

Artifact colors are seen because the composite monitor's NTSC   chroma decoder misinterprets some of the luminance information as color,   as stated before. By carefully placing pixels in appropriate patterns,   the skilled programmer produces particular cross-color artifacts   yielding the desired color; either from purely black-and-white pixels in   640×200 mode, or resulting from a combination of direct   and artifact colors in 320×200 mode, as seen in these pictures.

      (http://upload.wikimedia.org/wikipedia/en/thumb/7/7c/CGA_CompVsRGB_320p0.png/120px-CGA_CompVsRGB_320p0.png) (http://en.wikipedia.org/wiki/File:CGA_CompVsRGB_320p0.png)      320×200 palette 1
     
      (http://upload.wikimedia.org/wikipedia/en/thumb/c/c5/CGA_CompVsRGB_320p1.png/120px-CGA_CompVsRGB_320p1.png) (http://en.wikipedia.org/wiki/File:CGA_CompVsRGB_320p1.png)      320×200 palette 2
     
      (http://upload.wikimedia.org/wikipedia/en/thumb/f/fb/CGA_CompVsRGB_640.png/120px-CGA_CompVsRGB_640.png) (http://en.wikipedia.org/wiki/File:CGA_CompVsRGB_640.png)      640×200
     
Thus, with the choice of 320×200 vs. 640×200 mode, the choice of   palette (1 or 2) and the freely-selectable color 0 in 320×200 modes (see   above), plus the ability to set the foreground color in 640×200 mode   freely, each one of these parameters results in a different set of   artifact colors, making for a total gamut (http://en.wikipedia.org/wiki/Gamut) of   over a hundred colors, of which 16 can be displayed at the same time.

Availability and   caveats 

The 320×200 variant of this technique (see above) is how the standard   BIOS-supported graphics mode looks on a composite color monitor.
The   640×200 variant however requires modifying a bit (color burst disable)   directly in the CGA's hardware registers, as a result, it is usually   referred to as a separate "mode", often just as "the" composite color   mode, since its more distinctive set of artifact colors led it to being   more commonly used than the 320×200 variant.
Being completely dependent on the NTSC encoding/decoding process,   composite color artifacting is not available on an RGBI monitor, nor is   it emulated by EGA, VGA or contemporary graphics adapters.

Using the same monitor at the same settings, direct colors are   constant from card to card and host system to host system. Artifact   colors, on the other hand, tend to drift in hue. (This is unrelated to   the hue shift problem encountered in the terrestrial reception of NTSC   broadcast signals.) For this reason, the original IBM PC and XT design   provides a trimpot (http://en.wikipedia.org/wiki/Trimmer_%28electronics%29) labeled "COLOR ADJUST"[15]   (on the mainboard, not on the CGA card itself) which modifies the phase   difference between the ISA bus' CLK and OSC signals that leaves direct   colors constant while changing the hue of artifact colors. If   the trimmer is not adjusted properly, the composite output may not   produce any color at all.
Host systems that lack a "COLOR ADJUST" trimpot, such as the Tandy   1000 (http://en.wikipedia.org/wiki/Tandy_1000)'s internal video hardware, might produce erratic artifact   colors and require hue adjustment on the composite color monitor. Later   AT systems usually do not provide a proper OSC signal at all, rendering   the composite color display completely unusable.

Resolution and usage 

Composite artifacting, whether used intentionally or as an unwanted   artifact, reduces the effective horizontal resolution to a minimum of   160 pixels, more for black-on-white or white-on-black text, without   changing the vertical resolution. The resulting composite video display   with "artifacted" colors was thus sometimes described as a 160x200/16   color "mode", though technically it was a method, not a mode.
The low resolution of this composite color artifacting method led to   it being used almost exclusively in games, with many of the more   high-profile titles optionally, sometimes exclusively, offering graphics   optimized for composite color monitors:
      (http://upload.wikimedia.org/wikipedia/en/thumb/0/0c/Ultima2_CompVsRGB.png/120px-Ultima2_CompVsRGB.png) (http://en.wikipedia.org/wiki/File:Ultima2_CompVsRGB.png)      Ultima II
  Left: with RGB monitor
  Right: with composite monitor
     
      (http://upload.wikimedia.org/wikipedia/en/thumb/8/80/KQ_CompVsRGB.png/120px-KQ_CompVsRGB.png) (http://en.wikipedia.org/wiki/File:KQ_CompVsRGB.png)      King's Quest
  Top: Game in composite mode
  Bottom: Game in RGB mode
  Left: with RGB monitor
  Right: with composite monitor
     
      (http://upload.wikimedia.org/wikipedia/en/thumb/6/69/Microsoft_Decathlon_RGBvsComposite.png/120px-Microsoft_Decathlon_RGBvsComposite.png) (http://en.wikipedia.org/wiki/File:Microsoft_Decathlon_RGBvsComposite.png)      Microsoft Decathlon
  Top: Game in composite mode
  Bottom: Game in RGB mode
  Left: with RGB monitor
  Right: with composite monitor
   


Basically, the CPC is a CGA computer with a better palette management.
The only thing would be what kind of monitor/screen to use to get this.

My old  TV can be set on RGB, Video and S-video.

For exemple I have to put it on S-Video/Video so my FreeBox (tv box sold with my internet) can work properly or else (in "RGB") I have a pink screen...
Perhaps such thing may be used...

When I tested my CPC on my TV, it was blurred to the death.

So a simple Mode2 properly dithered (or even Mode1) may actually produce Artefact colours on my TV.

as my TV is big 52cm diagonal, 4/3...big pixels produce biggers artefacts.
wasn't especially designed to run 80's computers...

And we have to remember that such a TV actually has a shitty resolution, totally uncapable to display a 640pix resolution...
and because Amstrads do have a huge border...
the real resolution is actually Full screen Mode 2: 768x272 pixels...


Interested anyone ?

If so, the 2 coloured mode2  or the 4 coloured Mode1 may actually become a 16+ colour mode... just need to do some trys on a few old TV sets...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xifos on 19:06, 12 May 10
Quote from: TFM/FS on 18:49, 12 May 10
Hmm, which type of scrolling do you mean? For example TLL has smooth scrolling in all directions (and it's not the only CPC game with smooth scrolling).

TLL ?
I don't know what game you mean (maybe Tornado) , but i am talking about pure soft scrolling, not hardware like star sabre for exemple.
Of course there are smooth scrollings on cpc and fullscreen, Super Cauldron, Genocide, Ghouls and ghost but these are hardware scrollers.
17 fps for a soft scrolling (tiles based for exemple) would be very good for me  :)
Just try Dark Fusion, i wonder if it reaches 25 fps !!!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 20:44, 12 May 10
Quote from: Xifos on 19:06, 12 May 10
TLL ?
I don't know what game you mean (maybe Tornado) , but i am talking about pure soft scrolling, not hardware like star sabre for exemple.
Of course there are smooth scrollings on cpc and fullscreen, Super Cauldron, Genocide, Ghouls and ghost but these are hardware scrollers.
17 fps for a soft scrolling (tiles based for exemple) would be very good for me  :)
Just try Dark Fusion, i wonder if it reaches 25 fps !!!

TLL only has smooth vertical scrolling, the diagonal scrolling is piss poor, and the horizontal scroll is far from smooth. Killer Cobra is the best horizontal scroller i've seen on the CPC, it hammers away nicely at four mode 0 pixels a frame. There are a few others that do a nice job also, but they skip frames, as seen in Zarkon or Savage. Without question, the best modern day example of decent scrolling has to be Star Sabre, it keeps two buffers offset by a byte and toggles between them every other frame, nudging the CRTC every other update.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xifos on 08:34, 13 May 10
Indeed you can have good horizontal scrolling on cpc by using crtc registers.
But it has to be byte scroll (two mode 0 pixels) and it's too fast at 50 hz or even at 25 hz.
StarSabre is very good : the scroll is fast (byte hardware scroll), but the gameplay is good.
R-Type needs a slow scroll : one pixel mode 1 at 50hz on arcade i think. You cannot do that by hardware on cpc (except by using 4 screens mode 1 preshifted).
I was just wondering if working in mode 0, using byte soft scroll, sprites masked and moving at byte (two pixels), and aiming at 3 frames (17 fps) would be good for a conversion of R-Type. By soft scrolling, i am talking about using tiles 8x16, not shifting byte by byte...
That's all !
:)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 09:03, 13 May 10
Quote from: Xifos on 18:42, 12 May 10
I was wondering what refresh rate you were aiming for ?
17 fps ?
I do not aim a specific framerate , a bit more than original CPC version is enough for me as
long the game is highly more beautifull.To be honnest, i do not actually have problem with game framerate, my bigger problem actually is (screen scan/scan frame ? , sorry i do not know the english word for "balayage vidéo")  as the scrolling get it several time while processing and that causes an awfull wave effect from up to down (it is noticeable in original but highly visible with a large pixel in mode 0)


Quote from: Xifos on 18:42, 12 May 10
And what size for the screen ?
128x192 ?
Gaming area is (30*8 ) on (20*8 ) so 240 on 160 like spectrum version.

Quote from: Xifos on 18:42, 12 May 10A scroll soft shooter on cpc cannot be smooth, even Atari STF struggled to do 25 fps (turrican 2 ST for ex)
For sure, thinking about smooth software scrolling on CPC is utopic except on very small area.


Quote from: Xifos on 18:42, 12 May 10
Don't you think you should work at byte and choose mode 0 ?
I mean byte scrolling, byte mask for sprites, or even not masked sprites ?
I think R-type CPC needs to be completly rewritten, trying to just optimize it may be too much work...
I made the choose of not choosing, there will be at least 2 versions , mode 1 and mode 0.I keeped original rendering style with char based rendering.
My goal is not to rewrite the whole game but to emphasise good side and to try to reduce the bad one.With the source code, i would be temped to isolate gameplay and to rewrite rendering system totaly but here it is bit more tough than that.To isolate gameplay code would be highly difficult even with a great tool like Winape debugger.

Quote from: Xifos on 18:42, 12 May 10One of the best shooter i played on cpc was Dark Fusion by Gremlin.
I used mode 0, great graphics, non maked sprites, it's really smooth, maybe the size of the screen was too little...
I tried it , it is good.

Quote from: Xifos on 18:42, 12 May 10Anyway, good luck to Fano and MacDeath, after R-Type you have to do a new version of Twin World !!!
Thx , we are now 4 for this project , 1 programmer, 2 graphists and 1 musician  ;D
About TwinWorld, i've been a bit surprised as it use software char scrolling but programmers had a good mastering of the CRTC as they used a split screen with different CRTC settings.That is shame cause they may have used hardware scrolling instead of software.Anyway , that's not for tommorow as R-Type is not the only CPC project i'm working on.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: arnoldemu on 09:35, 13 May 10
Quote from: ukmarkh on 20:44, 12 May 10
TLL only has smooth vertical scrolling, the diagonal scrolling is piss poor, and the horizontal scroll is far from smooth. Killer Cobra is the best horizontal scroller i've seen on the CPC, it hammers away nicely at four mode 0 pixels a frame. There are a few others that do a nice job also, but they skip frames, as seen in Zarkon or Savage. Without question, the best modern day example of decent scrolling has to be Star Sabre, it keeps two buffers offset by a byte and toggles between them every other frame, nudging the CRTC every other update.
TTL uses hardware scrolling.
Star Sabre: agreed.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: arnoldemu on 10:02, 13 May 10
Quote from: MacDeath on 18:58, 12 May 10
Concerning mode 2...

Yes the traditional way to get more colours in cpc mode 2 is to use rasters.

I don't think artifacting works on the cpc monitor because it is not pal or ntsc.
The colour is rgb from cpc and rgb into monitor. Artifacting comes, I think, when the picture is converted from rgb, to pal (or ntsc) tv signal, then back to rgb (in television).

The signal looses some information and some artifacting happens. This happens more with NTSC because of the way it is transmitted.

I think there is some interference patterns on the cpc monitor that happen with cpc mode 2.
Also is the pattern generated by 10101010 the same as 01010101?? If not then this could be used to generate more shades.

On cpc+, as well as changing colours more quickly, maybe the software pixel scroll could be used? would need to try it on a real cpc+.




Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Sykobee (Briggsy) on 17:56, 14 May 10

Solution for classic hardware:

Resize the display to 192x240 (mode 1), use smooth vertical scrolling, and turn the monitor on its side.


:-p
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 18:39, 14 May 10
Not sure a vertical scrolling is not problematic too...

not sure it would not burn the monitore too...

It contains the Powersupply and has no fan...
It use the natural movements of the hot air to cold the stuff, but if you put it on the side, it may screw with this beautifull optimisation and explode you screen... sort of.


Oh ? you where trolling ? I fed the troll then... ;D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 18:48, 14 May 10
Quote from: Briggsy on 17:56, 14 May 10
Solution for classic hardware:

Resize the display to 192x240 (mode 1), use smooth vertical scrolling, and turn the monitor on its side.
Hey man , this one is great , for sure vertical scrolling would be easier  :laugh:
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Leonie on 15:36, 02 November 10
To be continued??????????
Why does it take so long?
Canceled?
Silence before the storm?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 17:38, 02 November 10
Quote from: Leonie on 15:36, 02 November 10
To be continued??????????
Why does it take so long?
Canceled?
Silence before the storm?
I can not say a lot about this but it is far from canceled.It takes so loooong because we are trying to make it good as possible (as we can do i'll say).
This is a great story and we hope to reveal all soon  ;)
Title: R-Type 128K version
Post by: fano on 12:50, 05 November 10
(http://img440.imageshack.us/img440/8059/rtypetitle.png)

So now it's official.The project will be presented at the Retro Gaming Convention (Crégy-lès-Meaux France) , the November 14th.More infos after the RGC.
There will be a playable demo , i'll come with several CPCs for that.

(link to RGC: http://www.yaronet.com/posts.php?s=134570 (http://www.yaronet.com/posts.php?s=134570) (sorry evil language  :P) )
Title: Re: R-Type 128K version
Post by: redbox on 16:06, 05 November 10
Quote from: fano on 12:50, 05 November 10
So now it's official.The project will be presented at the Retro Gaming Convention (Crégy-lès-Meaux France) , the November 14th.More infos after the RGC.
There will be a playable demo , i'll come with several CPCs for that.

Yeah!

I seriously considered buying a ticket to CDG airport for about 5 minutes then realised it's on a weekend and the wife would kill me.

Can't wait to play it though.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: norecess on 18:14, 05 November 10
What are the new features?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Sykobee (Briggsy) on 18:48, 05 November 10
Looks like a wider screen - 352 pixels?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 19:10, 05 November 10
/me drools.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 20:01, 05 November 10
Quote from: norecess on 18:14, 05 November 10
What are the new features?

There are a lot but i can say the graphics (mode 0 ingame) and sounds are totaly new.
The display engine has been rewritten from scratch so we get a better game speed for a bit wider screen.
The only thing that remain from Spectrum, today, is the core game code (player,modules and enemies management).
We introduce too some features that affects the gameplay and we are going to improve it.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: norecess on 20:05, 05 November 10
Interesting ! Did you have access to original source code? Or is it a simple hack like found in previous releases? (Rick Dangerous etc..)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 20:17, 05 November 10
This time we got the Spectrum version source code from Bob Pape  :)
You can expect too some new fresh contents a long we can put all the stuff in a 3" disc (thanks exomizer !)

Quote from: Briggsy on 18:48, 05 November 10Looks like a wider screen - 352 pixels?
this is the title screen and menus format  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: viddi on 21:35, 05 November 10
Wow! Can´t wait to get my hands on it.

You guys are brilliant.
Keep up the good work.

(We hopefully see an X-Mas release... ;))
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 09:18, 06 November 10
Quote from: fano on 20:17, 05 November 10
This time we got the Spectrum version source code from Bob Pape  :)
You can expect too some new fresh contents a long we can put all the stuff in a 3" disc (thanks exomizer !)
this is the title screen and menus format  ;)

Wait... is it going to be sold? On a disk? Me wants!!!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 09:31, 06 November 10
Sorry, this game can't be sold. (because ©Irem / R-Type™)
It's a free version for a free computer.
The .dsk file will be available when ... Finished !  :P
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 09:35, 06 November 10
Yeah, it makes sense and I did think of that, however maybe someone was nuts enough to do it :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 09:49, 06 November 10
Be nice to see how a Wire Graphics version of R-Type would hold up. Of course I know this never will happen!  :-[  Anyone know of a simular game which applies that approach?  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 17:56, 06 November 10
I guess this would be a 2.5D game then, of sorts... quite unique!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 18:50, 06 November 10
Space Harrier ...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 22:47, 06 November 10
I did have Space Harrier in mind, though everything is coming at you from afar. Perhaps most if not all of the games which use wire-graphics are like this because their best for changing the field of depth, in that the graphics are calculated and change size the closer they move towards you.

I guess the only reason you'd have a game in the R-Type style with Wire-frame graphics is if you had some kind of depth in the game where you look down on your ship, but the ship had some kind of depth to it and the depth the aliens come in could alter.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 23:06, 06 November 10
QuoteWire Graphics version of R-Type
Sorry but then it is no more R-Type...


Do you mean an horizontal scrolling Shmup with sprites generated in Wire ?
What's the point ?

This may even be ugly as space Harrier1  : couldn't see anything because of the Wire... you could see through...


But plaincoloured faced wire perhaps ?


On the other hand if you can put some kind of 3D in the backgound...let me get the video I want to show you...


This perhaps :
http://www.youtube.com/watch?v=xPv5lqpA4c4 (http://www.youtube.com/watch?v=xPv5lqpA4c4)



Well let's not dream too much...

But hey, some stuff like this could enable lvls with no (or few) tiled backgrounds, only sprites in 2D... (enemies waves) while the only backgrounds may be a multidirectional starfield and some 3D space stations...






This one is complete acid trip, omg...






Perhaps this kind of Shmup concept can actually be achieved... But we must accept this will never be that level of awesomness.

Got to have a solid Sprite routine/engine, to manage the waves, the fires and the R9 (or R-whatever) and patterns.

For the backgrounds, no need to have the classic tunnel style level design with a fixed scrolling...

Basic 3D shapes or Demo effects : plasma ? zooms ? multiple dot grids ?


Could this even be possible ?

Getting 2 sprites layers, some of them being in the background could enable the relief effect...
All those masked...ouch.

Where would CPU get time an ressources to generate awesome pseudo-3D stuffs in the background ?

And put a music too.


A good point : you can see this game is not fast and furious, the Backgrounds are slow and smooth...



Well, some Demo-effects (tuned down of course) as seen in :
Phat, From Scratch, Midline process, Backtro, paradise demo...

those ...could do great.

But this implies the Demo effect should be performed in the background while the CPC have to manage a proper Shoot em up sprite+sounds routine on the "foreground"...

Good point the levels are scripted, railed scrolling and sequences...
But this doesn't helps that much, does it ?

Getting this kind of stuff may be great too perhaps...

Or else the Nebulus "tower effect"...

Another example of Tower effect can be seen there : go to the middle of the video (at 2:30 actually) :



Well some stuff are perhaps to try, but I don't think this may be that easy nor possible.

After all most Race games mixed false 3D tricks (the road effect) with Sprites routines.
Something like Fire and forget2 would actually use as much ressource as a R-Type with bizarre background effects (if they are keeps simple)
As most Race games tried to get a fast effect (faster as possible)...

while R-Type like game would be placid/slow/kool instead speed for the background but Sprites and waves have to be a bit smooth and not to slow.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 23:54, 06 November 10
MacDeath wrote:

Sorry but then it is no more R-Type...

Naturally, I was just referring to that style of game.

Do you mean an horizontal scrolling Shmup with sprites generated in Wire ?

Yes.

What's the point ?

Initally, I thought it might have been done to generate a fast paced game, though when I thought you could so easily create a layer of depth to the game, it would add an extra level of difficulty to it!  ;D  (As I said earlier wire-frame graphics are very good when it comes to depth, especally in games where things are moving towards you).

This may even be ugly as space Harrier1  : couldn't see anything because of the Wire... you could see through...

Each to their own, I like Space Harrier and yes you can see through them, though the pace of the game might have been compromised otherwise. Look at T-Bird for example, it's still quite playable, though it doesn't seem to offer the same level of speed.

But plaincoloured faced wire perhaps ?

In Space Harrier, the game is made up of the Sky & Ground and in between is some Sprite Landscape to generate the concept of depth and distance (even though you never make it to that landscape!  :) ), instead the ground has some lines running through it to give it the appearance of movement as well as Tree's, this is perhaps where it becomes difficult because those trees are Wire-framed too!  ;D   And above are the aliens which are Wired! Perhaps where it gets difficult is having Wired graphics with a Solid backdrop, personally I can manage with that, though perhaps for some people it's too difficult and you need a game like Elite, where it's a black backdrop when facing Space. I certainly feel colour is required when dealing with Wire-framed graphics because it helps distinguish between the various objects!  :)

On the other hand if you can put some kind of 3D in the backgound...let me get the video I want to show you...

That video takes it to a whole other level, certainally there's field of depth, I felt like the video took you around a whole room zapping aliens! Almost getting lost along the way!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 01:16, 07 November 10
This conversation about Space Harrier and its wire frame graphics always pops up as a negative... the sprites and wireframe mix works perfectly for me and I can see everything. Do some people really have problems seeing the trees and objects? Are we all seeing things differently?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 02:00, 07 November 10
ukmarkh wrote:

This conversation about Space Harrier and its wire frame graphics always pops up as a negative...

Well I tried to make it sound good and indeed I'm a fan of that approach, but it's not going to please everyone. But people can criticise just about anything which has been written for a CPC!  :-[

I guess wire-frame graphics is seen as an old school approach in generating fast-paced games on the Amstrad. I don't think there were too many Wired-framed games after 1987, it's successor being Freescape, though Freescape was applied more in Exploration games, perhaps software companies were satisified that they had written all the Wired-framed games they could do and perhaps sprites were becomming more the in thing.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 02:50, 07 November 10
wire-frame graphics looks a bit...un-professionnal compaired to other versions.

Space Harrier...
I used to like it as yeah, it is fast and smooth and great music too.
And yeah it is quite playable.

But it's like a game with shitton of Colourclashes (speccy)... this is not good when compaired to what other machines can do.

Ok lets compare both approaches...

First, the arcade.




Sega Master System and Megadrive versions :


Speccy versions...



So... yes the SH 1 on CPC is perhaps the smoother and faster of all.

the wire-frame enable a smooth zooming effect.

But the concern is when the tres per example are getting bigger.

Perhaps the design would have needed a lot more wires si this would cover a bit more...
Like a mesh of wires...
But this may then not have been that smooth and fast.


As a result, this is only slightly more playable than the Speccy version (ouch...)

The Sega8bit version (master system) seems awfully bad...

Almost Unmasked sprites displaying characters corners, the checkbeard is badly generated and quite slow too...
But hey, this may also come from emulation, should compare with a real Hardware version perhaps.


SH1 was good also in that it had quite a large screen...

SH2 :
Seems slowlier and far less smooth.
Because the zooming effect is achieved with normal sprites, this needs a lots of them (and tiles/Datas) as for any Car game.
The HUD right column (with the blue head) is a sign of cross dev...
Atari ST, Speccy and Amstrad share this.


SH1 is actually too fast on CPC, and the wires are to slim so it's not that playable.

Getting far more wires or getting them...fill with colours could slow the game... but if correctly done this may correct every thing...
Not too fast yet smooth and constant...
And so on...
But is it even possible ?


Also I suspect the CPC version of SH2 to be 64K only while Speccy seems to have a real 128K version (sampled voice)


on the CPC video of SH1 at 2:22...
you see the heads like enemies... their eyes are small details, and seems almost colored (plain surface)
Well if the sprites got more such details this would put some sort of texture perhaps.

Also some sort of shadows on the floor for sprites/ennemies would surely help to get the game more playable actually.

I do remember Stunt Car Racer, was it some sort of wire based 3D ?


There 2 pictures with 1 mock up...

I tried to modify a bit, but I don't know how those wire gfraphics actually work.

But I noticed the Space Harrier actually badly use the palette.
Exemple : the player sprite share a common colour with the sky...
 
Also more contrast could be obtained if the wired stuff were betterly coloured (ink betterly chosen) and of course added a few wires... ^^

But also reduce the size of the trees... those are undestructibles and simply too big so the too few wires cannot cover enough space despite the large mode0 pixels.

From what it seems each wire-srpite can only get 2 colours...could it be possible to get them with 3 ?




Also : perhaps this topic could get splitted into something like "Wire based graphics in games" or "mixing 3D and 2D sprites" or this kind of stuff...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 04:55, 07 November 10
MacDeath wrote:

wire-frame graphics looks a bit...un-professionnal compaired to other versions.

Space Harrier...
I used to like it as yeah, it is fast and smooth and great music too.
And yeah it is quite playable.

But it's like a game with shitton of Colourclashes (speccy)... this is not good when compaired to what other machines can do.

Ok lets compare both approaches...

Seriously, what the hell were they thinking using the Checkerboard approach?!?  ???  They make it seem like your on some alien planet and you're the Invader shooting the Aliens! Hideous!  :P
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 14:47, 07 November 10
Please, don't flood this topic with youtube video gallery ...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 16:02, 07 November 10
Quote from: TotO on 14:47, 07 November 10
Please, don't flood this topic with youtube video gallery ...

But they do illustrate the points being made nicely...

A picture is worth a thousand words  :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 17:57, 07 November 10
If I want to watch all Space Harrier versions, I can go to youtube by myself.  :P
The same for R-Type Final (worst R-Type ever ?), who do not answer to the wireframe question.

If you want some examples, think about Vectrex (Scramble, ...) or Geomery Wars !
Do it with rasters on CPC Mode 2 !  :'(
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: mahlemiut on 23:25, 07 November 10
What? No mention of the virtually arcade perfect X68000 version? :)  Or for another 8-bit comparison, try the FM-77AV version.  Really nice for a 2MHz dual 6809 system.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 00:11, 08 November 10
Sure, the X68000 was the best conversion ... By Irem !
(and use the same soundship)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 00:26, 08 November 10
ah that was before the "real" R-Type team leave Irem to join SNK teams  (no , i have no evidence about this)
Never tried X68K version but that would not be too difficult as it is derived from CPS1 (or reverse)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: mahlemiut on 02:31, 08 November 10
I was actually referring to Space Harrier... but the X68000 version of R-Type is also virtually perfect, anyway. :)

And no, there is no direct connection between the X68000 and CPS-1, although I have heard that Capcom used the X68000 to develop CPS-1 games.  The X68000 video hardware is quite arcade like.

http://mahlemiut.marpirc.net/x68k_bubble.avi (Bubble Bobble on the X68000)
Maybe I'll make an R-Type x68k video also...
EDIT: Here you go!  http://mahlemiut.marpirc.net/x68k_rtype_stage1.avi
Excuse the lack of sprite masking, not yet implemented in MESS :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 09:00, 08 November 10
What a mess (sorry that was easy) , the masking of the first layer is not good.
Else , you are true , this is the closest version to arcade , i wonder if they ported their code directly from V30 to 68K and how. (anyway they mastered the 68K , look at Pulstar  :laugh:)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 10:46, 08 November 10
Oh yeah, it looks goooooood (http://pixels-pirates.com/index.php?option=com_content&view=article&id=457:un-nouveau-r-type-debarque-sur-cpc&catid=5:le-capitaine-vous-parle&Itemid=10).

/me is excited
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ivarf on 11:29, 08 November 10
Quote from: redbox on 10:46, 08 November 10
Oh yeah, it looks goooooood (http://pixels-pirates.com/index.php?option=com_content&view=article&id=457:un-nouveau-r-type-debarque-sur-cpc&catid=5:le-capitaine-vous-parle&Itemid=10).

/me is excited
It looks incredibly good and this is on the bog standard 128 kB CPC if I understand the text right. Amazing stuff. If it will move good too, I will have to buy the original version and change the tapes/disks :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: robcfg on 11:44, 08 November 10
It's just incredible!


/me wants it!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xifos on 19:50, 09 November 10
Graphics look good !
:)
(it will be interesting to compare with Atari ST version)
Same for music.

And for the frame rate & gameplay :
(voice of Odin in Valkyrie Profile's intro for the ones who know this game) : "I am expecting great things from you !"

;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 02:05, 12 November 10
Today I spent the day (well, yesterday, in hommage to our ancestor who died in WW1...sort of... fellow Deutsches und English men...) with my brother (the French Rock star bass player from Dyonisos... check up the internet).

We worked on my Amiga 500 and my both (3 actually) Atari ST...
Actually I cannibailzed one 520STF to get my 2 STE (520 and 1040) working...

So I could try alll my disk and guess what ? R-Type on ST...
Tried it.

OMFG... even as hard as the new CPC one, but, erk...
Actually the new CPC one if quite as good and faster !
than the Atari ST one...

Same amount of colours (16...), faster, perhaps closer to the arcade (as the Speccy one...)
Bu the Amstrad new one has smaller screen and as big sprite so harder actually...but you get used to.


looks like full of win.



good new, I have one 1040STE and one 520STE and even one Amiga 500 (vwith +512K RAM...) working well and most off the old disk I had still working well.


I also cleaned the connection of my good old CPC keyboard and external Disk drive (3"1/2) and it works welll again (some keys were faulty... and Disk drive was erratic...now it's all well)


So never understate the act to put some Coton+Alcohol (a good cleaning) on connections... or even to simply unconnect and blow inside (it blows lol... a good blowjob always works well). ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 10:43, 12 November 10
Hey, your brother's band is cool, I liked their music.

I really want an Atari ST, might get one on eBay.  I want to play the new R-Type on the CPC more though  :)

I'm definitely trying the alcohol to clean all the connectors on my 6128 Plus before I start soldering/unsoldering things...  ???
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: arnoldemu on 10:45, 12 November 10
Quote from: MacDeath on 02:05, 12 November 10
Today I spent the day (well, yesterday, in hommage to our ancestor who died in WW1...sort of... fellow Deutsches und English men...) with my brother (the French Rock star bass player from Dyonisos... check up the internet).

We worked on my Amiga 500 and my both (3 actually) Atari ST...
Actually I cannibailzed one 520STF to get my 2 STE (520 and 1040) working...

So I could try alll my disk and guess what ? R-Type on ST...
Tried it.

OMFG... even as hard as the new CPC one, but, erk...
Actually the new CPC one if quite as good and faster !
than the Atari ST one...

Same amount of colours (16...), faster, perhaps closer to the arcade (as the Speccy one...)
Bu the Amstrad new one has smaller screen and as big sprite so harder actually...but you get used to.


looks like full of win.



good new, I have one 1040STE and one 520STE and even one Amiga 500 (vwith +512K RAM...) working well and most off the old disk I had still working well.


I also cleaned the connection of my good old CPC keyboard and external Disk drive (3"1/2) and it works welll again (some keys were faulty... and Disk drive was erratic...now it's all well)


So never understate the act to put some Coton+Alcohol (a good cleaning) on connections... or even to simply unconnect and blow inside (it blows lol... a good blowjob always works well). ;)

Good news with your cpc blowjob.  :laugh:

and a working st and amiga is good.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: arnoldemu on 10:46, 12 November 10
Quote from: redbox on 10:43, 12 November 10
Hey, your brother's band is cool, I liked their music.

I really want an Atari ST, might get one on eBay.  I want to play the new R-Type on the CPC more though  :)

I'm definitely trying the alcohol to clean all the connectors on my 6128 Plus before I start soldering/unsoldering things...  ???
I would concentrate on the power connectors, making sure they are clean and do not wobble.
perhaps it is just a poor power connector causing your problems?

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 10:51, 12 November 10
Quote from: arnoldemu on 10:46, 12 November 10
I would concentrate on the power connectors, making sure they are clean and do not wobble.
perhaps it is just a poor power connector causing your problems?

I think you might be right and that will be my first port of call.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 11:51, 12 November 10
I have to check the existing graphical programs solutions on Atari STE.

I think this can just be the perfect machine to develop/crossdev for PLUS... (beside a Plus of course)

Well, main advantages :
Same Palette (4096), almost same video modes (320x200x16...), same sound processor, same status for the STE as for the Amstrad PLUS (underrated machines almost never exploited...)

And the STE has a lot of memory and good GUI environment.
Got to check if some program to crossdev exist (Graphic and sound converters ?)

Also it's 3"1/2 disk is standard contrary to Amiga...
As a result you may perhaps even port directly from STE to CPC/PLUS if those have a 3"1/2 disk drive.

But a bit out of topic again, sorry.


Also Redbox, what are the problem with your CPC ?
A working CPC is primordial to test the soon to come new R-Type awesomness.

And yep a good Atari ST is not a bad computer despite what amigafans pretend... (always bitching on ST...)
If so, try to get a 1040STE, it is quite better all the way and you have quite minor compatibility issues.

Also most pieces are compatibles with STF... I cannibalized a non working STF to change a keyboard and DiskDrive on my 520STE.

it is very easy to upgrade memory on those STE... I wish the Amstrad PLUS were like this.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: robcfg on 12:27, 12 November 10
Quote, same sound processor,


Yes, as long as take into account that its clock is 2mhz instead of the CPC's 1 mhz clock and thus affect the frequency generation. As the frequencies are generated by dividing the AY clock frequency, the same code would produce a frequency double as high on the ST.


Just a friendly reminder...  8)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 15:08, 12 November 10
Yep , hopefully , the YM cruncher utility does the job for us  :)

Quote from: Xifos on 19:50, 09 November 10(it will be interesting to compare with Atari ST version)
Same for music.
At first i wanted to use ST musics but they do not respect exactly arcade themes.Our version respects more the original themes but the counterpart is the instruments are less complex.By the way , i can say our musician owns great ears  :)

Quote from: Xifos on 19:50, 09 November 10And for the frame rate & gameplay :
(voice of Odin in Valkyrie Profile's intro for the ones who know this game) : "I am expecting great things from you !"
It does not pretend to be the State of Art but we are doing our best  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 22:52, 12 November 10
Coming back to the topic... Fano, how much of the code did you reprogram? I think if in principle you can redo every speccy-ported routine and make it better on CPC. BTW: A wonder how quick you guys (code & gfx) are moving on!!! Big congratulations already!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 02:50, 13 November 10
Quote from: TFM/FS on 22:52, 12 November 10
Coming back to the topic... Fano, how much of the code did you reprogram? I think if in principle you can redo every speccy-ported routine and make it better on CPC
For the main core , i rewrotte at least 80% of the code (kept scripting system and extended it / force / player moving and explosions).The code that manage enemies was already great and has been improved a bit.
For levels , that's different , major part of original scripting datas and code have just been improved (that was the strenght of the original Spectrum/CPC version)

Quote from: TFM/FS on 22:52, 12 November 10. BTW: A wonder how quick you guys (code & gfx) are moving on!!! Big congratulations already!
A bit early but thanks , the road is still long to finish converting remaining levels and adding last things to core.
There are some months we are working on (near one year for me as i started to hack CPC version in december 2009) but that took time to get what we want , especially on scrolling (software mode 0 pixel scrolling)  so we didn't get results before the end of August.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 09:48, 13 November 10
Quote from: MacDeath on 11:51, 12 November 10
Also Redbox, what are the problem with your CPC ?

Random artifacts on the screen and sometime it crashes - Kev T and Fano have both suggested that it could be a dodgy power supply so I will get it open when I have the time and look.

Will need to get it done before R-Type comes out (see what I did there mod - off-topic back to on-topic  ;) ).
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 17:00, 13 November 10
I can suggest you to find some external power supply then.



I bought a universal power converter supply (un transformateur in french voltage transformer ? a Voltron then ??? ;D ).


shIt was a bit expensive as it needs 3A in 5V (quite big) and cost easily 40€uros in France but you get shitton of plugs and it's just too fine if you have a lot of different machines (can set it into many different Voltages...)

But this will certainly stabilise you monitor whose power supply is quite old nowaday.

On the other hand you can also convert an old PC-power supply... but it is not a ready to use solution, need to solder a few stuff.
Yet it may be quite easy to find this.

City Garbarges/discharge/junkyard (what is the exact word ? we say Déchetterie) have a lot of old PC to cannibalize, it's always good to make sure you cannibalize a PC before it goes to rubbish discharge.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 18:20, 13 November 10
Quote from: MacDeath on 17:00, 13 November 10
I can suggest you to find some external power supply then.

I can suggest you to find some external threads for that ...
Like said by TFM/FS, back to the topic !
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 08:46, 14 November 10
Easter Egg on road to the RGC 2K10 !!! (Yeahhhh  8) )
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 03:24, 16 November 10
Waiting for RGC official videos , just made some photos :
http://picasaweb.google.com/fano.aka.mainbit.aka.hexagon/RGC2010# (http://picasaweb.google.com/fano.aka.mainbit.aka.hexagon/RGC2010#)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 10:55, 16 November 10



I hope you won't mind if I put the links...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 11:06, 16 November 10
Wow Fano and Toto, this looks *amazing*.

Is that you both in the videos?  I can't understand what the presenter says because it's muffled  :(
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 11:18, 16 November 10
No problems Macdeath , it have been posted elsewhere already.

Quote from: redbox on 11:06, 16 November 10Is that you both in the videos?  I can't understand what the presenter says because it's muffled  :(
Sorry , i uploaded the video Sunday when back at home but i didn't post it because here the quality is very bad.We are waiting official RGC videos , English people will be able to understand as the speaker was translating in English for the members of Super Fighter Team.
I was alone , i am the guy who hold GX paddle in the hands on start and i give it to the guy who plays on the video.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: viddi on 13:37, 16 November 10
Looks VERY promising!! Thumbs up.


But...could it be that the music isn´t 100% correct? (harmony and chord-wise)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ivarf on 13:40, 16 November 10
The blobs seems to move smooth and fast. Will say more when I see more :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 13:46, 16 November 10
Quote from: viddi on 13:37, 16 November 10But...could it be that the music isn´t 100% correct? (harmony and chord-wise)
Missing at least one channel on sound , i was surprised too how bad that sounds on video.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 15:57, 16 November 10
Yep, poor recording quality and missing 1 channel with melody ... :/
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 11:00, 18 November 10
Still... just bloody great.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ivarf on 15:11, 18 November 10
Yes, it probably is
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 19:00, 18 November 10
Quote from: fano on 02:50, 13 November 10
For the main core , i rewrotte at least 80% of the code (kept scripting system and extended it / force / player moving and explosions).
... snip...

Hmm, what do you think? If you would do the game from scratch, may it would take not much more time to make it?!?

On the other hand, it's probably quite interesting to look at the code of the original... (I never did, but can imagine...).

Again! What I saw and heart up to now: FASCINATING!!! You do a great job, also MacDeath does!!! Thumbs up!!!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 19:54, 18 November 10
Thanks TFM  ;)

Quote from: TFM/FS on 19:00, 18 November 10Hmm, what do you think? If you would do the game from scratch, may it would take not much more time to make it?!?
I'd say yes, keeping the enemies and the scripting system save a lot of time when converting levels (branching level code to new code, adapting to Winape syntax and fixing operator priority bug (there are a lot of multiplications combined with additions)).
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 09:35, 19 November 10
Quote from: TFM/FS on 19:00, 18 November 10
Again! What I saw and heart up to now: FASCINATING!!! You do a great job, also iXien and TotO does!!! Thumbs up!!!
Fixed.  :P
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 09:54, 19 November 10
Yeah sorry but I wanted to do a Mode1 version and...well... it happened that I was the only one. :'(
Why you poeples don't like old fashioned CGA graphics ? ::)


Yet I did a bit of initial impulsion (because of the CPCwiki's R-Type page actually and various discussions on forums...) and council job... morale support if you prefer.


But yeah Toto did/does a great job.

I was actually quite bluffed... as it is not easy to get something proper in mode 0 with small tiles.

Just a few colour choices I would have done differently also but he tries to get the closer he can to the arcade so yeah.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 10:37, 19 November 10
MacDeath wrote:

Why you poeples don't like old fashioned CGA graphics ? ::)

Why do I feel like I'm walking into a trap here?  :-\
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 12:36, 19 November 10
I've watched those video's over and over. It looks amazing, and running on a stock CPC.

However; I'm a massive R-Type fan, and I've played it on every system known to man, own it on several systems, and have completed it many times and still keep coming back. The levels are etched into my brain. My mate recently loaded the Speccy version and I completed it in one sitting. I'm not bragging, just making the point that I have invested a lot of time and money into this genre and especially this game.

Every version has pretty much kept to the formula of the arcade original, but at the same time given a slightly different experience. The PCEngine version had a low res, so the screen moved up and down slightly, the Speccy had an amazing look and feel considering the tech, the Amiga had a damn near arcade conversion with oh so sweet music and sound effects, with other versions doing something slightly different. The CPC version seems to have sprites that move faster than the arcade original, and I think this might just put the CPC on the map. Back in the day, a computer was compared with another on its games, especially side scrollers. And despite what everyone would have you believe, in regards to the limitations of the CPC, and its inherent problems around side scrolling... this game, along with Star Sabre and many more that are due for release prove that the CPC was just as good, if not better than the C64 and Speccy.

It's very sad that the CPC didn't get the same development time the other machines received. I've spoken with a few programmers that had to take their work home for the CPC, as they weren't given enough time in the day to focus on the CPC versions of a game. Some never even got to go home... lol

It's been said before, and I'll say it again... in the right hands, the CPC can really sing. ;)     
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 13:03, 19 November 10
Quote from: TotO on 09:35, 19 November 10
Fixed.

All my apologies, i totaly forgot to present the Easter Egg team that is active on R-Type :
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 13:31, 19 November 10
Thx Ukmarkh ! i am a R-Type fan too.My preferences goes to II and Delta but i love the first episode  :-*
About the Amiga version , i've been a bit disapointed as i was expecting more from the Amiga (for example i don't understand the void background on L1)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 13:45, 19 November 10
Just a quick question... would it be possible for the CPC version to have background details like in the arcade version. I've noticed a few games on the CPC like Turrican, Turrican II, and Robozone on the shoot-em-up stages feature this and it looks really cool?

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 13:49, 19 November 10
It is not visible in the video , but level 1 owns a starfield on the start and there are some background details inside the base.(I joined 2 screenshots (debug mode) to show you)
It is not possible for every level but we'll do each time that will be possible  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Ygdrazil on 16:45, 19 November 10
Quote from: fano on 13:49, 19 November 10
It is not visible in the video , but level 1 owns a starfield on the start and there are some background details inside the base.(I joined 2 screenshots (debug mode) to show you)
It is not possible for every level but we'll do each time that will be possible  ;)

Amazing stuff, can't wait for this to be released!!! 8)

/Ygdrazil

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: spybro on 17:51, 19 November 10
Quote from: Ygdrazil on 16:45, 19 November 10
Amazing stuff, can't wait for this to be released!!! 8)



all of us are eager!!!


Fano any hints on the release date?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 18:16, 19 November 10
Quote from: fano on 13:03, 19 November 10
All my apologies, i totaly forgot to present the Easter Egg team that is active on R-Type :
 

         
  • Fano : code
  • TotO : graphics
  • iXien : sound (http://www.amstradtoday.com/ (http://www.amstradtoday.com/))

Thanks Fano, I missed that before, Sorry! You _ALL_ do a wonderful job! Can't wait to see the final result, but hey take your time, better do it perfect than too quick  ;D 
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ivarf on 18:54, 19 November 10
24. desember
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: robcfg on 19:24, 19 November 10
That would make a nice christmas present!

Keep up the good work!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 19:27, 19 November 10
Right, but why are they called easter eggs? Easter time makes more sense to me  :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 19:32, 19 November 10
(http://cpcwiki.eu/forum/index.php?action=dlattach;topic=699.0;attach=1089;image)

OMG, duck ! duck ! you're about to get pwned by the green bastard !!! :o

You should know you have to make a big and meant plasma bullet to pwn this bad boy as soon as he appears... :'(
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 19:46, 19 November 10
I remembe having been playing R-Type (not on CPC) and there were two fire buttons, one was for making and releasing big plasma shots. The other allowed _ANYTIME_ to fire regular small shots. How is it the case here? Are two fire buttons supported?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 19:50, 19 November 10
Quote from: TFM/FS on 19:46, 19 November 10
I remembe having been playing R-Type (not on CPC) and there were two fire buttons, one was for making and releasing big plasma shots. The other allowed _ANYTIME_ to fire regular small shots. How is it the case here? Are two fire buttons supported?
Hum , maybe SNES version.Here the game has been designed for GX4000/SMS paddle so the first button is for regular fire/load and second to release/recall force.

Quote from: ivarf on 18:54, 19 November 10
24. desember
This was our first objective.Other side, we are working to add the maximum feature we can so this release date is not a certitude . We want to try all ideas we had to be sure to have no regret but don't be afraid, we can say it will be before Easter  ;)

Quote from: MacDeath on 19:32, 19 November 10OMG, duck ! duck ! you're about to get pwned by the green bastard !!! :o
I don't care , here i am GOD himself , i am the programmer of that stuff and i gave myself invulnerabilty  :angel:

Quote from: TFM/FS on 19:27, 19 November 10
Right, but why are they called easter eggs? Easter time makes more sense to me  :)
:laugh:
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 20:55, 19 November 10
This all looks so tantalising... I'm really looking forward to it and probably looking forward more to hear how you did it from a technical point of view - this would make one very good story guys!

I showed the preview shots to my C64 friend (the same one who almost choked when he saw Star Sabre and RD 128+) who is a R-Type fiend as well  and he started to say "well the Speccy version has the best algorithms" etc and when I explained that this part was based on the Speccy code and the rest is pure CPC hardcore he went very quiet...!

They know the CPC is a better machine in the right hands  8)   And an awesome R-Type will be great to dangle in front of their noses  :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 10:12, 20 November 10
Quote from: redbox on 20:55, 19 November 10I'm really looking forward to it and probably looking forward more to hear how you did it from a technical point of view - this would make one very good story guys!
Technicaly speaking , I'm afraid but you'll may be disapointed as it is not State of Art.It is just regular programming with choices in design and some little tricks.
But if you want , there are no problem to speak about this aspect when it will be finished (after passing successfully the last technical difficulty  ;D )
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 00:53, 26 November 10
Quote from: fano on 13:31, 19 November 10About the Amiga version , i've been a bit disapointed as i was expecting more from the Amiga (for example i don't understand the void background on L1)
Was unable to found it but finally found this , there is a comparaison between different versions , you'll understand more waht i meant : http://www.hardcoregaming101.net/rtype/rtype.htm (http://www.hardcoregaming101.net/rtype/rtype.htm)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 01:16, 29 November 10
Good site!

btw... it's really sad to see that the CPC version has even fewer colors than the spectrum version. Especially since the CPC has all that wonderful intense colors (in contrast to the worn out colors of the c64 f.e.).

I can't understand how a software company has such a mismanagement. If they don't sell quality then they will not sell for long. And finally all these companies complained about "pirate copies". I should sue them for selling minor quality software and get my money back from them  ;)

These spectrum ports really did bad things to the CPC.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: mr_lou on 07:37, 29 November 10
Quote from: TFM/FS on 01:16, 29 November 10I can't understand how a software company has such a mismanagement. If they don't sell quality then they will not sell for long.

Agreed! Except... there are exceptions....  Explain Microsoft to me...  :-X

Quote from: TFM/FS on 01:16, 29 November 10And finally all these companies complained about "pirate copies". I should sue them for selling minor quality software and get my money back from them  ;)

Agreed!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 08:45, 29 November 10
Quote from: TFM/FS on 01:16, 29 November 10
These spectrum ports really did bad things to the CPC.
All Spectrum ports are bad things to the CPC ... But, without them you don't get those games on it.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 12:35, 29 November 10
Sure TFM ! Sadly people who manage software compagnies are rarely passionated , their job is just to make money (and maybe this is a chance for their compagnies as i am not sure a software/hardware compagny only guided by passionated people would survive...)
As develloper , you can love a game or a machine but you do not decide about time and money your boss want to put in games.We can see that too with actual games.

Quote from: mr_lou on 07:37, 29 November 10
Agreed! Except... there are exceptions....  Explain Microsoft to me... 
Bundle OS with computer , use unfair practises (not only an opinion, US and EU courts judged that), add this evil marketing thingies (sheeping?) and you get the exception..
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 21:48, 30 November 10
Quote from: mr_lou on 07:37, 29 November 10
Agreed! Except... there are exceptions....  Explain Microsoft to me...  :-X

Good point! Well, they think that they have no competitors. But as soon as Prodatron releases SymbOS 3 for PC, then Microsoft will be history ;-)

Guess if all other companies have a piece of the market, that's let's say 20%, then you just don't care about quality any longer - if your name is Bill or Gates. Furthermore the M$ marketing politics has always been very agressive. The forced the dealers to sell their stuff or else they get nothing to sell at all.

In the times of video games, there were more competitors, at least some more, so it probably would have made sense to go for quality. Some did, look at Trantor, Starglider, and all the others...


Quote from: fano on 12:35, 29 November 10
Sure TFM ! Sadly people who manage software compagnies are rarely passionated , their job is just to make money (and maybe this is a chance for their compagnies as i am not sure a software/hardware compagny only guided by passionated people would survive...)
As develloper , you can love a game or a machine but you do not decide about time and money your boss want to put in games.We can see that too with actual games.

Well, I'm very passionated about CPC, which brings me a lot of struggles. However, if you just do it to sell and to make money: Even then quality will help you to make better bussiness. If people connect your name with quality, you will have good customers for a long time.

But on the other hand, what's wrong about piracy copying a game of lesser quality? (I just ask the question)

Quote from: fano on 12:35, 29 November 10
Bundle OS with computer , use unfair practises (not only an opinion, US and EU courts judged that), add this evil marketing thingies (sheeping?) and you get the exception..
Hey, this bundle thing is what I plan to do with FutureOS. Better I get an lawyer now  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 09:33, 01 December 10
Quote from: fano on 12:35, 29 November 10
Bundle OS with computer , use unfair practises (not only an opinion, US and EU courts judged that), add this evil marketing thingies (sheeping?) and you get the exception..

Talk of Microsoft etc. always makes me think about Sugar's approach to software (http://www.youtube.com/watch?v=HyyYvdswn9Y) (forward to 5:43).

Even though he got it wrong, he did once screw Bill Gates and not many people can say that.  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 09:58, 01 December 10
I wonder how many times this has happened in recent years?

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xyphoe on 05:58, 02 December 10
Quote from: TFM/FS on 21:48, 30 November 10
If people connect your name with quality, you will have good customers for a long time.

Yes ... see for example Ocean games (1988 onwards...) and then compare to DOMARK and to a lesser extent US Gold.

I remember swearing to never buy another Domark game after PitFighter and Badlands  ???
I think I bought every Ocean game they released after Robocop, it wasn't often I thought I had a 'bad' game.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 15:41, 02 December 10
the problem in case of those speccied games...

some of them were good despite all those things.

R-Type for exemple was just a slightly slower and less coloured perfect speccy port. But better sounds effects perhaps...

The Speccy R-Type was the best Speccy game... hence it is a good game on CPC : not what you would have expected, yet playable and fun because technicall to play (got to know the patterns and timings...

And somewhat easier because it is slow...

So it was still a success which told the corporate : you see, no need to put 3 men for 3 month on a CPC specific version when a single man can port the speccy one in 3 weeks and it still makes fast profit..


I was mostly ashamed by games like BlackTiger or Xybot, but I bought them anyway because IO liked so much the arcades and... I was young and fool.


Xybot despite very bad graphics was still fun to play (2 player mode up this...) but black tiger...well...
At first it looked almost decent and faithfull but definitly not actually.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 19:33, 02 December 10
Ok, maybe the did the speccy port of r-type nearly perfect. But the CPC is not spectrum!

You also can argue that a c64 port to PS3 is a good game, because the port is perfect. Well, the PS3 is not a c64.

What I want to say is... a port is (even when perfect) still a port and will use only 20% of the CPCs featrues. So is can't be a good game. Just take a look at CPC games, which are no speccy ports and compare them to speccy versions. OMG!!!

And we will see the difference with R-Type quite soon (whenever, but in this life!). So I'm really curious and also looking forward.

btw. Maybe you guys will decide to do a Mode 1 version in additon after the current mode 0 remake :-)

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 20:04, 02 December 10
Well, since I had a couple of minutes spare time today... and since I've stolen MacDeath gfx from the Wiki ... (following by even bigger crimes like using WinApe ;)... this was the funny result:

http://www.youtube.com/watch?v=RPyCKAttjEo (http://www.youtube.com/watch?v=RPyCKAttjEo)

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 09:08, 03 December 10
For a moment there I thought you were replacing the fighter with Pikachu!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 09:16, 03 December 10
I kind of like the Graphics in Xybots - the shame about it is one needs a decent Microscope to play it properly, if it wasn't for a BASIC game called Ghost Maze I converted to the CPC, I would have said it was the smallest playing screen I've seen in any game on a CPC!  ???
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xyphoe on 12:22, 03 December 10
Quote from: CP/M User on 09:16, 03 December 10
I kind of like the Graphics in Xybots - the shame about it is one needs a decent Microscope to play it properly, if it wasn't for a BASIC game called Ghost Maze I converted to the CPC, I would have said it was the smallest playing screen I've seen in any game on a CPC!  ???

Holy shit! You're right!

(http://cpc-power.com/images/ecran_jeu1/1444.png)

???
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 18:45, 03 December 10
Quote from: Gryzor on 09:08, 03 December 10
For a moment there I thought you were replacing the fighter with Pikachu!

This _IS_ a damn great idea!!!


Edit: The Xybot topic would look great as foreign thread imho
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 19:20, 03 December 10
@Xyphoe: yeah, he *is* right. What is it, like one-fourth of the screen? Of course it's not the same when it's a two-player mode, but still...

@TFM: can we wait for it? :D :D :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: AMSDOS on 21:42, 03 December 10
Yes I came to own Xybots on Tape years ago cause it seemed like the best game in the store at the time!  :laugh:  Why it's like that I cannot be certain, it is a multi-loading game, though the level data is so small one would hardly notice - especally if it's on Disk!

My best guess why it's a small playing screen maybe because it's trying to reproduce the game from the arcade version, one of the aliens in particular spirals around quickly while shooting you and at a larger scale would probably slow down quite significantly perhaps.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 22:43, 03 December 10
Quote from: Gryzor on 19:20, 03 December 10
@TFM: can we wait for it? :D :D :D

... alreday asked MacDeath to create Mode 1 Picacho-like-Sprite to roam in R-Type world...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xyphoe on 11:57, 15 January 11
Here you go guys!

First preview video is now online!  ;D ;D ;D




ENJOY!!!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: sigh on 12:54, 15 January 11
Great use of the pallete. The way the ship moves looks incredibly smooth. Will they work on getting the backgrounds 1 pixel scrolling or leave as is?
The sound effects and music are lovely and it does make me sad that it wasn't done this way before.

Lots of good stuff being developed. Looks like it could be a quality year for the CPC.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 13:00, 15 January 11
Quote from: Gryzor on 12:53, 15 January 11
Officially sanctioned? :)
Yes  :) I must thank again Xyphoes as he has been very patient as we had high requirements to avoid too much spoiling so he had to remake it several times.



Quote from: sigh on 12:54, 15 January 11
Great use of the pallete. The way the ship moves looks incredibly smooth. Will they work on getting the backgrounds 1 pixel scrolling or leave as is?
The background and second background layer (and some enemies like turrets) move at pixel step.As we keep Spectrum gameplay , other moves are char based (4pixels).In fact ,this is a real Speccy port  :laugh:
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 13:08, 15 January 11
It's an amazing job.

Concerning scrolling: at first it bothered me - but after the first couple of seconds of gameplay I really forgot about it...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 13:37, 15 January 11
The game scrolling is "wide pixel perfect". (foreground, and multi-layers background)
But ... The video come from an emulator (first problem) and it's not synced with the youtube framerate. (second problem)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xyphoe on 14:00, 15 January 11
Yes that's probably true, I've not tried it on a real Amstrad yet - still waiting for my 3.5" drives to arrive

Is anything 'special' happening with the scroll at the bottom that would be affected in WinApe then recording a vid?

Normally the framerate is fine for most games, however I notice on some games that use special techniques or hardware scroll (eg Killer Cobra) it does end up juddery in the outcome.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 05:24, 16 January 11
Thanks Xyphoe for this amazing video! And thanks to the dev. team. You guys did a wonderful job. That's a great version of R-Type, and for sure the best on 8 bit systems by far.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 20:39, 16 January 11
Thanks !  :-[
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: viddi on 16:34, 17 January 11
Wow, this is STUNNING!

Well done, guys.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: spybro on 00:07, 18 January 11
Quote from: TFM/FS on 05:24, 16 January 11That's a great version of R-Type, and for sure the best on 8 bit systems by far. 
 

  great remake indeed.the greatest?no  have a look at master systems port
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 06:02, 18 January 11
PCEngine/coregrafx16 is indeed superior...

concerning the SegaMasterSystem I don't know, for a few aspects the CPC is actually superior, so on par at best, but yeah, the new versin is surely the best 8 bit computer version or the top3 RTYPE 8 bit version...

If it manage into release.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 06:21, 18 January 11
Quote from: spybro on 00:07, 18 January 11
 
   
  great remake indeed.the greatest?no  have a look at master systems port

Well, ths SMS port has bad sounds and the sprites flicker... (see youtube videos)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 07:51, 19 January 11
But awesome Advertisment...


BTW lets compare...

SMS :


CPC6128 pre-release :


The SMS is smoother, but also bigger screen... yet some enemies waves seem slowlier... as smoother sprites and bigger screen...
Has flickering sprites issues and its share or unmasked tiles... just see Lvl2...erk...
Also greyish colours...(on lvl1...)
No "paralax" scrolling too.
Lvl3's WBattleship doesn't look well...

Bosses have no backgrounds too.
While battleship is smooth, 4th lmevel boss is not smooth and actually quite like the Speccy version animated...
And so on.

BTW still a great port on SMS.

But the CPC compares quite well actually...just... it is different of course.
The music sounds better to my ears on CPC... more Basses as Bass is a contraction from the word Badass... :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 12:47, 19 January 11
I understand your enthusiasm about the project don't think it is a good idea to compare that to SMS or C64 , especially on a video.We have no hardware support here so it is not really comparable.
You will not get anything positive, except trolls  :laugh:
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 15:31, 19 January 11
Quote from: MacDeath on 07:51, 19 January 11
The SMS as smoother sprites and bigger screen...
SMS display 256x192 like many 8-bit computers. But it's borderless ! (look bigger)


I agree Fano, don't feed the troll !
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 17:42, 19 January 11
Come on, guys, MacDeath is not a troll!

I was thinking, today, this is a huge job. I wish I could understand how you did it... can you remake Out Run next? ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 18:59, 19 January 11
Quote from: Gryzor on 17:42, 19 January 11Come on, guys, MacDeath is not a troll!
:laugh: I wasn't thinking about him but about some C64 fanboyz.Except that , he is our assumed troll  :laugh: (qui aime bien châtie bien  :P )

Quote from: Gryzor on 17:42, 19 January 11I was thinking, today, this is a huge job. I wish I could understand how you did it... can you remake Out Run next? ;)
Understand what ?
About Outrun , I'd say no.That's not because it is not an interesting challenge but i still have a lot of work on other projects (planning is full to 2015  :laugh: ) , i am wondering if Easter Egg will not need a second programmer  :o
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 19:10, 19 January 11
Well, I like the new CPC version the most, and I like Trolls - in hot oil in my saucepan ;-)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Xyphoe on 05:23, 20 January 11
Quote from: fano on 13:00, 15 January 11
Yes  :) I must thank again Xyphoes as he has been very patient as we had high requirements to avoid too much spoiling so he had to remake it several times.



LOL thanks dude, no problem and was my pleasure, even after the 4th version of the vid was done! hehe!  ;)

The video is already nearly up to an incredible 1,300 views in less than a week! Nice to see such massive interest! I would say when you make this available for download, make sure you setup some kind of counter on the web server to see how many times it has been downloaded, will make interesting reading.

I must say I am impressed with the SMS version, they've done a great job there and almost perfect (as much as can be expected) conversion.


I would say there is a 'wish list' for the Easter Egg CPC port, and there's lots of request being posted around various forums and in the vid comments.

In terms of 'small tweaks' that if it didn't happen I wouldn't care, but it would be nice..... personally I would like to see -

1) The 'bouncing lazer' weapon move faster, have longer length and also change colour - one thing I loved about the original CPC port is how it cycles colours! Very cool!
2) The introduction of your craft right at the start of the level ... doesn't move too smoothly and is a bit slow. It's not a big gripe, but I first time I played it I was thinking 'oh no, I hope it doesn't move as slow and clunky as this' ... then the game started and all was well in the world! :D But first impressions do count.
3) When using 'Mixed' audio mode (both music and SFX) it would be nice to have a sound effect each time you shoot. Obviously you're firing a lot and it would mean losing a channel of music each time so I guess that's why you didn't do this, but would be nice to have the option to have that with as the first few times of playing it feels really empty and weird when other weapons make noises and there's explosions going on.
4) The star field is present (yay) but it's very dark in the background and moves very slowly. One thing again I did love about the original CPC port is how fast and colourful it looked, it made the game feel really exciting! However as discovered later it wasn't well coded and caused big slowdowns - so do whatever suits for the speed of the sprite movement etc which is priority.

That's just a small and 'petty' wish list really. If I think of any others I'll edit and post there.

Really though, I think the main thing would be looking at improving the scrolling of the level areas, it could just be emulation but it doesn't appear to be that much smoother than the original although thankfully we don't have it appearing in chunks at the side of the screen (yuck!)


Anyway, sorry the criticism above and silly wish list ... with any game/program you can forever just keep going back and back to make changes and improvement - where will it end? When would it ever get released? So anyway, I think it's clear I absolutely love what Easter Egg have done and its amazing work and achievement - so if nothing else got changed - I would still think it's absolutely awesome  ;D ;D ;D Really though guys, its all well and good watching a video but you really have to play it to appreciate how tight and responsive the controls are and how smoothly and quickly sprites move around.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: viddi on 08:40, 20 January 11
Nice wish list, Xyphoe.

But I strongly disagree with this view:

Quote from: Xyphoe on 05:23, 20 January 11
3) When using 'Mixed' audio mode (both music and SFX) it would be nice to have a sound effect each time you shoot. Obviously you're firing a lot and it would mean losing a channel of music each time so I guess that's why you didn't do this, but would be nice to have the option to have that with as the first few times of playing it feels really empty and weird when other weapons make noises and there's explosions going on.

;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: redbox on 11:09, 20 January 11
Quote from: Xyphoe on 05:23, 20 January 11
The video is already nearly up to an incredible 1,300 views in less than a week! Nice to see such massive interest! I would say when you make this available for download, make sure you setup some kind of counter on the web server to see how many times it has been downloaded, will make interesting reading.

R-Type is da bomb.  The CPC is da bomb.  Perfect combination to make the C64 fanboyz cry and the CPC reign supreme  ;)

Nice to see you've registered the easter-egg.fr domain, does this mean other projects are on the horizon?  I would love to help mais ma programmation n'a pas de style francais, ne suffit pas  :-[
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 12:45, 20 January 11
Quote from: Xyphoeone thing I loved about the original CPC port is how it cycles colours! Very cool!
Original arcade laser don't have color cycling.

Thanks for your constructive feedback ! (don't hesitate to report more by email ;) )
Some points are WIP.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 12:59, 20 January 11
Quote from: Xyphoe on 05:23, 20 January 11I would say there is a 'wish list' for the Easter Egg CPC port, and there's lots of request being posted around various forums and in the vid comments.
No problem ,we are taking time to read all messages but that takes a lot of time so we can not reply all.Some points are design choices or technical constraints but we are aware (JCVD was here) about others.

Quote from: Xyphoe on 05:23, 20 January 11Really though, I think the main thing would be looking at improving the scrolling of the level areas, it could just be emulation but it doesn't appear to be that much smoother than the original although thankfully we don't have it appearing in chunks at the side of the screen (yuck!)
The scrolling is smoother than original but we are using mode 0 so artifacts on heavy loaded zones are more visible because the pixel width.It is less but still visible on a real CPC and i still have some technics (except improving its speed as i think i reached maximal optimisation w/ axelay trick (not in this video)) to check to improve this as best as possible (in fact , we made the choice to use a simple buffer to save speed and memory)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: dj_king on 20:24, 21 January 11
Good game!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 12:02, 07 February 11
Stage1 look is nice, but ... Stage 2 look better ... Stage 4 is incredible ... Stage 6 look amazing and ...


Cheers ! :D

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: ukmarkh on 12:26, 07 February 11
Quote from: TotO on 12:45, 20 January 11
Original arcade laser don't have color cycling.

It must depend on the version, or revision model... the arcade cab I have sitting at home in my garage, i'm 99.9% sure changes colour on the laser. Also, i'm sure the arcade perfect port of R-Types on the PS1 shows the colour changing from a light blue to a light purple. I might be wrong though, doubt has now entered my mind... will have to check when I get home.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 21:40, 07 February 11
My R-Type PCB don't have laser color cycling, M.A.M.E. "world" ROM set don't have too.
I have take a look on youtube : Arcade longplay don't display this feature, and R-Types PS1 longplay ... Not more.

But ... We can try.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: sigh on 23:56, 01 April 11
On the MSX forum:

http://www.msx.org/forumtopic12252.html (http://www.msx.org/forumtopic12252.html)

My Spanish isn't even a tenth up to scratch!! Anyone out there able to give a general idea on the MSX clans views on the new remake? I know we had the Atari views....

*doh!!! Using the translation tool. Sorry....it's been a long day...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 03:33, 02 April 11
Any idea about the release date? Don't hurry, but I can't wait so see it :-))))
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: viddi on 13:21, 18 June 11
*cough*

Any news on a release date?! ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 13:33, 18 June 11
Hi!

We are always working on it. It's around 90% finished.
The first expected release date was for "easter", but we have to improve it and... doing with the real life too.
Please stay tuned, you will not be disapointed! :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: norecess on 16:05, 18 June 11
Keep on the great polishing! In the end, that will be really appreciated.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 17:24, 18 June 11
Thx , we are late because some things were not enough good (to keep the feeling of some epic situations for eg) for us so we had to redo them from scratch.Events in real life have too something to do with that.
I must admit i am very impatient to release it (not only for this one but to continue other projects too) but we still have a lot of work before.I just hope you'll enjoy it as myself when i test a build on my CPC  ;)

Quote from: TotO on 12:02, 07 February 11Stage1 look is nice, but ... Stage 2 look better ... Stage 4 is incredible ... Stage 6 look amazing and ...
You said that because you didn't see Stage 3  :laugh:
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 17:33, 18 June 11
Quote from: fano on 17:24, 18 June 11You said that because you didn't see Stage 3  :laugh:
;D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 22:06, 18 June 11
Bin bon courage les gars... 8)

If we can play it this summer, would be a great summer hit.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: viddi on 22:21, 18 June 11
Cool! Thanks a lot for your info and your hard work, guys!

You´re awesome. :)


Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 22:10, 27 July 11
Hi! Any news?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 08:21, 28 July 11
No impressive news , the project is still on progress , original levels are nearly complete.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 16:34, 28 July 11
Quote from: fano on 08:21, 28 July 11
No impressive news , the project is still on progress , original levels are nearly complete.

Yes!!!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: robcfg on 21:04, 28 July 11
Hey Fano,


Keep up the good work! When it's finally released it's going to be one of the better CPC conversions around  8)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: jbaudrand on 07:22, 29 July 11
That's what I like in retro, otpimization, no patching.
bonne continuation les gars, vous nous faites rêver.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 16:14, 29 July 11
Ja genau, so schaugts aus. Haltet's Euch ran, des wird schon noch! :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 13:15, 28 September 11
R-Type rulez... But, for waiting few weeks again, you can listen the iXien's stage 2 music in loop, here :
http://totoonthemoon.free.fr/musiques/cpc/r-type/stage2_loop.mp3 (http://totoonthemoon.free.fr/musiques/cpc/r-type/stage2_loop.mp3)

Enjoy!  :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 08:00, 30 September 11
Really lovely tune, I can hear it in my head accompanying an R-Type level pretty well!

Reminds me of Batman the Movie...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 12:20, 03 October 11
Quote from: Gryzor on 08:00, 30 September 11
Really lovely tune
YES!
Now, imagine that it's the "worst" of the game...  :-X
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: spybro on 12:46, 03 October 11
Quote from: TotO on 12:20, 03 October 11
YES!
Now, imagine that it's the "worst" of the game...  :-X


and when will we stop imagining?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 13:38, 03 October 11
Sorry to share my enjoyment about the music work.
I'm the first to be impatient about the game release... In some weeks.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 14:10, 03 October 11
How about October the 19th? It's my wife's birthday!!*


*well, she won't give a damn probably, but you never know...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 15:44, 03 October 11
I think she will prefert a ring. :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Capper on 16:39, 03 October 11
The completed Spectrum version - including the source code - was handed over on September 16th 1988 (Activision didn't quite get it that day but that's another story). This was the first day of the PCW show at Earls Court in London and Activision had press releases stating that the release date for this, and for the original Amstrad CPC version, would be November 1988. Keith received the source code the following week and started work immediately on the conversion (after a phone call or two) which means that, allowing for the 21 days it took to complete the conversion, the original CPC version was finished mid October. If you can release the new version in the next two or three weeks then that will be about as close as you can get to it being exactly 23 years since the original was completed.

No pressure  :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 18:31, 03 October 11
Thank you for this nice anecdote.
We are doing the best and we hope you, Keith and Mark will be happy to see our version.
And, perhaps a day, we will know the "others stories" answers? :D

(Now listening: Queen / Under P...)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 19:54, 03 October 11
hehe nice !



(MacDeath if you read this post  :-* )
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 14:01, 09 October 11
Thanks for this great insight! I went ahead and added it to the R-Type article (http://cpcwiki.eu/index.php/R-Type)... :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 18:00, 09 October 11
Good idea , maybe you should mention capper is Bob Pape  ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 18:02, 09 October 11
Quote from: fano on 18:00, 09 October 11
Good idea , maybe you should mention capper is Bob Pape  ;)

Thanks for that, done it :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 13:06, 26 October 11
boingboing.net speak about 8-bit remake fix, with R-Type CPC as exemple. :)
http://boingboing.net/2011/10/20/8-bit-remakes-fix-the-past.html (http://boingboing.net/2011/10/20/8-bit-remakes-fix-the-past.html)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 14:49, 26 October 11
yeah, this was a fun article and a good advertisement for the CPCwiki.... :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 18:58, 26 October 11
Shame they didn't used our R9 ship and plasma   ::) (note Carnivac's are good anyway and our R9 looks more like R9 Custom than R9 Arrowhead  ;) )
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 23:08, 26 October 11
Quoteand our R9 looks more like R9 Custom than R9 Arrowhead
what a purist asperger otaku... that's so creepy... ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 08:21, 27 October 11
me too i love you (all)  :-*

More seriously , we are still late but the game itself (excluding intro/ending/extra stuff) is close to be finished and will enter soon in its beta testing phase  ;D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: tastefulmrship on 08:33, 27 October 11
Quote from: fano on 08:21, 27 October 11
More seriously , we are still late but the game itself (excluding intro/ending/extra stuff) is close to be finished and will enter soon in its beta testing phase  ;D
Is there any chance you could release the one level demo (that Xyphoe played in his video) as a 'teaser' to get us all worked up for the main release?

^_^ Puhleeze! ^_^
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 09:04, 27 October 11
Our precious time is used to finish the game.
Understand that we don't have it for making a descent demo.
But... Thank you to asking that. It's show your interest for this game. :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: tastefulmrship on 09:14, 27 October 11
Quote from: TotO on 09:04, 27 October 11
Understand that we don't have it for making a descent demo.
That's no problem. I thought it might have been lying around somewhere and was easy to release.


Good things come to those who wait.
- Guinness advert, yesterday.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 10:50, 27 October 11
The demo used by Xyphoe was old and unfinished on many points. May crash, ...
He got it with specifics instructions to do. (He saw levels 2 and 4 too  :D )
So, it's not a good think to give you this poor "alpha" version.
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 18:40, 27 October 11
Quote from: TotO on 09:04, 27 October 11
Our precious time is used to finish the game.
Understand that we don't have it for making a descent demo.
But... Thank you to asking that. It's show your interest for this game. :)

Toto, what do you think? Releaese 2011 or 2012?
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 18:41, 27 October 11
2011 ! ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 18:47, 27 October 11
Quote from: TotO on 18:41, 27 October 11
2011 ! ;)

THX! Best wishes guys!!! (I know, spare time a REAL problem)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: fano on 19:06, 27 October 11
Quote from: TFM/FS on 18:40, 27 October 11
Toto, what do you think? Releaese 2011 or 2012?
:laugh: 2011 (if not that will be 2012)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 19:41, 27 October 11
Quote from: fano on 19:06, 27 October 11
  :laugh: 2011 (if not that will be 2012)

Well, you know 2012 the world will end ;-)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 19:45, 27 October 11
It's the end of the world if it's not finished before...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 19:54, 27 October 11
Quote from: TotO on 19:45, 27 October 11
It's the end of the world if it's not finished before...

Pour les CPCistes at least ;-)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: MacDeath on 14:12, 28 October 11
So just like rick Dangerous 128... for Xmas... 8)

Kids will have a sweet Amstrad CPC night under the shadow of the Xmas tree with a brand new release....

I feel like when I got this compilation with Barbarian, Renegade and so on...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Gryzor on 12:17, 30 October 11
Wish it went on a proper release, disk and all...
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 23:01, 31 December 11
No game yet, but... 2012 will be the 25th R-Type Anniversary. :)
To know more about our incoming version, you may visit the official R-Type CPC Website at:
 
http://cpc.rtype.fr/ (http://cpc.rtype.fr/)

Happy New Year Bob, Keith and everybody here!!!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: SyX on 23:07, 31 December 11
GREAT NEWS!!! :D :D :D

COUNTER MORE FASTTTTERRRRRRRR!!!!!!!!!!  ;D

Nice Music!!!  :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Metr on 23:28, 31 December 11
Dis' iz the Typo thread??? Merri Christzmax !!!  :)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 01:45, 01 January 12
Yes, it is!
Started and supported by guest stars, so we can't change place!!! :D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 06:13, 01 January 12
Quote from: TotO on 18:41, 27 October 11
2011 ! ;)

Ok, here we still have 50 minutes of 2011 ... Hurry up guys!!!
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: Metr on 06:49, 01 January 12
If you need a sports almanac from the future, we can get you one ! :D
15 minutes left? ;)
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 10:19, 01 January 12
2011 days!  :-X
We hope to finish it before FutureOS.

http://cpc.rtype.fr/ (http://cpc.rtype.fr/)
Title: Re: R-Type
Post by: Gryzor on 11:07, 01 January 12
The site is really nice, a great teaser for things to come :) Do offer some wallpapers and stuff! :)
Title: Re: R-Type
Post by: jbaudrand on 14:22, 01 January 12
33 days :)

Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TFM on 08:46, 02 January 12
Quote from: TotO on 10:19, 01 January 12
2011 days!  :-X
We hope to finish it before FutureOS.

http://cpc.rtype.fr/ (http://cpc.rtype.fr/)

Oh you will? Thanks for the help then ;)  I didn't even know that it was unfinished :o

Good luck then with R-Type!

BTW: The site is really a good idea.

BTW2: The counter will reach Zero in a bit more than 32 days *ggg*
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: TotO on 15:29, 03 January 12
Quote from: TFM/FS on 08:46, 02 January 12Oh you will? Thanks for the help then ;)
Hehe! :D
Title: Re: R-Type
Post by: viddi on 08:15, 11 January 12
The screenshots are gorgeous!

Is this a Plus palette??  :o


http://www.rtype.fr/Screenshots.html (http://www.rtype.fr/Screenshots.html)
Title: Re: R-Type
Post by: SyX on 09:30, 11 January 12
Quote from: viddi on 08:15, 11 January 12
The screenshots are gorgeous!

Is this a Plus palette??  :o
No, it's only a CPC... with an AMAZING artist pixelating  :D
Title: Re: R-Type
Post by: Gryzor on 09:30, 11 January 12
Ooh a wallpaper! Thank you, sir!
Title: Re: R-Type
Post by: tastefulmrship on 09:08, 14 January 12
I'm sorry, but the waiting is simply killing me... so, here are the CPC and C64 loading screens as well as a retouched C64 screen in CPC palette.

(click on thumbnail to view full image)
(http://i1099.photobucket.com/albums/g385/tastefulmrship/th_R-TypeCPCNormal.png) (http://i1099.photobucket.com/albums/g385/tastefulmrship/R-TypeCPCNormal.png)          (http://i1099.photobucket.com/albums/g385/tastefulmrship/th_R-TypeC64Normal.gif) (http://i1099.photobucket.com/albums/g385/tastefulmrship/R-TypeC64Normal.gif)                              (http://i1099.photobucket.com/albums/g385/tastefulmrship/th_R-TypeC64Retouched.gif) (http://i1099.photobucket.com/albums/g385/tastefulmrship/R-TypeC64Retouched.gif)
   Amstrad CPC Normal             Commodore 64 Normal                          The screen we could have had!


EDIT: It turns out the C64 screen above is an "already re-done" version of the C64 screen (see below). Still, it's a lot better than the loading screen we had.
Title: Re: R-Type
Post by: mr_lou on 09:16, 14 January 12
tastefulmrship, you seriously need to team up with someone and start working on a CPC production very soon. Your creativity is unstoppable!
Title: Re: R-Type
Post by: TotO on 10:18, 14 January 12
I'll not said "retouched", but "recolored".
And, it's not the C64 original picture screen, but an already recolored one using a near CPC palette.

Here the real picture:

(http://www.mobygames.com/images/shots/l/62342-r-type-commodore-64-screenshot-loading-screens.gif)

And the retouched "mock-up" made by a fan like you:

(http://i1099.photobucket.com/albums/g385/tastefulmrship/R-TypeC64Normal.gif)

The C64 palette:

(http://upload.wikimedia.org/wikipedia/commons/9/9a/Commodore64_palette_color_test_chart.png)
Title: Re: R-Type
Post by: tastefulmrship on 10:23, 14 January 12
Quote from: TotO on 10:18, 14 January 12
I'll not said "retouched", but "recolored".
And, it's not the C64 original picture screen, but an already recolored one using a near CPC palette.
Here's where I got that picture from;
http://spong.com/asset/4073/1/11014442/entity (http://spong.com/asset/4073/1/11014442/entity)
I removed a number of erroneous pixels around the tail and head region.



EDIT: Huh! A re-colour of a re-colour! How about that? Maybe I should do a CPC+ re-colour to complete the set! ^_^
Title: Re: R-Type
Post by: TotO on 15:05, 14 January 12
Quote from: viddi on 08:15, 11 January 12
The screenshots are gorgeous!

Is this a Plus palette??  :o

http://www.rtype.fr/Screenshots.html (http://www.rtype.fr/Screenshots.html)
Sorry, but the program used to update the website content convert PNG to JPEG, so colors may have been altered a bit.
Title: Re: R-Type
Post by: TFM on 18:30, 14 January 12
Now our new R-Type will be better than the Arcade!
Title: Re: R-Type
Post by: MacDeath on 15:09, 15 January 12
I can't wait for Ninja Spirit, another great IREM arcade, to follow this... ;D
Title: Re: R-Type
Post by: TotO on 16:27, 15 January 12
Funny, I often think to this game.
Title: Re: R-Type
Post by: fano on 16:38, 15 January 12
Great game too  ;)
Title: Re: R-Type
Post by: Capper on 17:41, 15 January 12
What a small world ;)

I was offered (as to be honest many were) the chance to code Ninja Spirit for the Spectrum by Activision but I was working on something else at the time. I was sent a video of the complete arcade game being played that I still have here somewhere. A few years later the option to code the game on the Gameboy came up and Mark Jones and I put together a simplified first level of the game for BITS showing off the parallax scrolling etc. BITS had coded R-Type for the GB so had an in with IREM but nothing came of it and I think they went with a Japanese developer. I don't know who wrote the Spectrum and Amstrad versions of the game so perhaps you can tell me.

What goes around comes around.
Title: Re: R-Type
Post by: Puresox on 17:53, 15 January 12
It was awful for the Amstrad IMO .
Title: Re: R-Type
Post by: MacDeath on 18:19, 15 January 12
http://www.cpcwiki.eu/forum/news-events/metr%27s-vids-ninja-spirit-amstrad-cpc-hd/ (http://www.cpcwiki.eu/forum/news-events/metr%27s-vids-ninja-spirit-amstrad-cpc-hd/)

Then this topic must be of some interest...



The Amstrad Version of Ninja Spirit is not that bad, actually very accurate.

As I told, it would need a few arrangments to ease the CPU.
Just getting running as smooth as on speccy, with upgraded graphics could be enough to get it awesome.
Title: Re: R-Type
Post by: Puresox on 19:24, 15 January 12
I can not see that as  a good game The play ability of it is really flawed, sluggish  and slow motion , the graphics are nauseating the screen is messy.I don't believe Commodore or Spectrum gamers would be looking at it with jealousy.
Title: Re: R-Type
Post by: TotO on 21:16, 15 January 12

Hehe,

Nice story again Capper!

If I understand you and Mark made the GB prototype and finally don't code the game.
Looking the Mobygames page, it's a BITS game. Tom Prosser is credited for programming and Martin Wheeler for GFx.
But, no information about the poors ZX Spectrum and Amstrad CPC version.

Yes, what goes around comes around. :)
Title: Re: R-Type
Post by: Capper on 02:18, 16 January 12
I didn't realise BITS had done the conversion after all, looks like the demo we did got them the gig. Just got hold of the GB version and I can see that they've redone the graphics, the first level is a lot lighter than ours but it hasn't got the parallax scrolling of the brickwork underneath the floor that we had and their end Boss is graphically better. Looking through the code I see the Producer is listed as ADRIENNE RIETEMA who - if I'm not mistaken - was the receptionist there. See how easy it is to become a name in the business?  :D

Thanks for the heads up on http://www.cpcwiki.eu/forum/news-events/metr%27s-vids-ninja-spirit-amstrad-cpc-hd/ (http://www.cpcwiki.eu/forum/longplays/metr%27s-vids-ninja-spirit-amstrad-cpc-hd/) , if I've got any info on the game I'll post in there instead of here.

[Edit by Gryzor: URL fixed.
Title: Re: R-Type
Post by: TotO on 10:12, 16 January 12
Quote from: Capper on 02:18, 16 January 12I can see that they've redone the graphics [...] Looking through the code I see the Producer [...] was the receptionist there. See how easy it is to become a name in the business?  :D 
Thanks for the heads up [...], if I've got any info on the game I'll post in there instead of here.
You are welcome to post screens or demo files about your (Mark and you) prototype version in the related topic.
Sure, it's easy to put his name on the work of others to enter in the history. :D
Title: Re: R-Type
Post by: Gryzor on 12:38, 18 January 12
Was he really the receptionist??
Title: Re: R-Type
Post by: Capper on 15:21, 18 January 12
Quote from: Gryzor on 12:38, 18 January 12
Was he really the receptionist??
I should say that Adrienne is a female name, she was the first person you spoke to when you phoned up BITS but if you wanted anything done she was the go-to person - I hope I'm not doing her a disservice by calling her (just) a receptionist. She was a nice person, sent me a present for my birthday once, so I really do hope her credit on the game (and others from BITS) is real and not just for convenience sake.
Title: Re: R-Type
Post by: Gryzor on 07:26, 19 January 12
Oh, apologies for that. Yes, I know the type of "receptionist" you refer to.

Interesting story... imagine that!
Title: Re: R-Type
Post by: Xyphoe on 19:19, 24 January 12
Woop!

NEW RTYPE TEASER VIDEO ONLINE TO VIEW HERE - http://cpc.rtype.fr (http://cpc.rtype.fr)
:D ;D



(edit - sorry direct YouTube paste removed, TotO would prefer you visit and link to the R-Type site - especially for any news articles related to this preview vid)
Title: Re: R-Type
Post by: TFM on 22:14, 24 January 12
I bet this game is finished since weeks...
Title: Re: R-Type
Post by: mr_lou on 22:56, 24 January 12
The testing-phase is a serious part of development which is sadly often "forgotten".
Title: Re: R-Type
Post by: fano on 09:09, 25 January 12
arggh ! behind you , a bug !

wow that was just a nitemare  :) (i hope  ;D )
Title: Re: R-Type
Post by: MacDeath on 14:49, 25 January 12
Still better than a bugger behind you... :D
Title: Re: R-Type
Post by: tastefulmrship on 18:04, 26 January 12
http://www.r-type.org/ (http://www.r-type.org/)

???
Title: Re: R-Type
Post by: Gryzor on 18:05, 26 January 12
Valves....mmmmm! Steampunk R-type!
Title: Re: R-Type
Post by: TotO on 18:32, 26 January 12
Quote from: tastefulmrship on 18:04, 26 January 12
http://www.r-type.org/ (http://www.r-type.org/)

???
Yes, I already see that. :D
(valve software  :-X )
Title: Re: R-Type
Post by: fano on 19:18, 26 January 12
Quote from: TotO on 18:32, 26 January 12
(valve software  :-X )
Today , Valve , tomorrow ID ?  :-X
Title: Re: R-Type
Post by: fano on 09:21, 03 February 12
Incommmmiiiiiiiiiinnnnnnnnnnnnngggggggggggggggggggggggg!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: R-Type
Post by: Gryzor on 09:26, 03 February 12
Oh yes, oh yes, oh yes, 10 hours to go!!!!!!! Woo-hoo!!!!
Title: Re: R-Type
Post by: robcfg on 09:34, 03 February 12
Nice! Looking forward to play it!


But I think it would have been better to release it yesterday as it was Groundhog Day, that way we could be surprised again, and again, and again  ;D
Title: Re: R-Type
Post by: fano on 09:35, 03 February 12
héhé but yesterday it was not finished  ;D
Title: Re: R-Type
Post by: Gryzor on 09:37, 03 February 12
Heheh still, in time for the weekend :)
Title: Re: R-Type
Post by: MacDeath on 14:37, 03 February 12
Just a question.

I the game smoother/faster without the musics ?

Also did you kept the few good sound effects that were on the CPC version ?


Anyway, can't wait for tonight.

Jennifer Lopez - Waiting For Tonight (http://www.youtube.com/watch?v=_66jPJVS4JE#ws)
Title: Re: R-Type
Post by: TotO on 14:41, 03 February 12
QuoteI the game smoother/faster without the musics ?
No, because there is no "NO SOUND" option.
- SOUND for 3 channels Music
- EFFECTS for full 3 channels stereo SFx
- MIXED for 3 channels Music cut by 1 reduced SFx channel

QuoteAlso did you kept the few good sound effects that were on the CPC version ?
No, because there was no good sound effects on the original CPC version.

QuoteAnyway, can't wait for tonight.
Just this evening... Except, if you drink after the job. XD
Title: Re: R-Type
Post by: Xyphoe on 19:17, 03 February 12
Woohoo! It's here!!  ;D ;D ;D

http://cpc.rtype.fr (http://cpc.rtype.fr)

Title: Re: R-Type
Post by: Xyphoe on 19:19, 03 February 12
Longplay already done, it'll be uploaded when TotO gives me permission :)

But enjoy guys! This is goddamn amazing!!!!
Title: Re: R-Type
Post by: Puresox on 19:25, 03 February 12
Great game!
Space bar pause tho?
Title: Re: R-Type
Post by: SyX on 19:26, 03 February 12
Well, what can i say? In two words: A-MAZING!!!  :D :D :D

Great Work Easter Egg!!! :D :D :D

I love everything!!!! :D :D :D

I played today to the original version to be prepared... but nothing prepared me to this, What a lot of details!!! :D :D :D
Title: Re: R-Type
Post by: TFM on 21:12, 03 February 12
Great game! Great job done!  :)   :)   :)
Title: Re: R-Type
Post by: Devilmarkus on 21:42, 03 February 12
Really an awesome remake of the original game!!!
Even the intro is totally nice done!
Congrats!!!

I added your remake on my website ;)

(http://java.cpc-live.com/games/-R-/rtype_remake.png) (http://java.cpc-live.com/game.php?id=-R-&title=rtype_remake)

And also to the Highscore games (http://java.cpc-live.com/scores.php) (registering required and I need to add you to the highscore players group, when you request it, otherwise your scores will not be saved!)
Title: Re: R-Type
Post by: tastefulmrship on 09:03, 04 February 12
I don't think R-Type is CPC Game Of The Year 2012, it's Best CPC Game Ever! Simply superb and well worth the wait.
Well done, can't wait for your SAINT DRAGON remake! *wink* *wink* *nudge* *nudge*



Where BATMAN FOREVER is the benchmark for all future CPC demos, R-TYPE is now the benchmark for all future CPC games.
Vive la Easter Egg!



EDIT: You might want to release this onto a site like POUET.NET, to increase the player-base.
Title: Re: R-Type
Post by: TotO on 09:18, 04 February 12
Sorry, the Pilot Manual is not online for the moment.

Run & Ranking:
Type CAT or |DIR and follow instructions.

Main Keys:
Quit: ESC
Pause: SPACE

6128:
Move: ARROWS KEYS
Fire1: CONTROL
Fire2: COPY

464/664:
Move: FUNCTIONS KEYS
Fire1: Z (W for frenchies)
Fire2: X
Title: Re: R-Type
Post by: viddi on 09:28, 04 February 12
Thank you so much for releasing this game!
The intro is superb, also the title screen BUT I have a problem on real hardware:

1. The EasterEgg logo isn´t displayed properly

2. There is some weird screen flashing at the end of the intro / right before the title screen

3. I CAN`T play the game because the screen stays black after the main menu. I can hear the ingame music and fx but no gfx at all :(


I tried a TV and a monitor (Philips CM8833-II). Paradoxically it worked ONCE on the monitor but after one go it´s as described above...

Any hints? Thanks guys. :)
Title: Re: R-Type
Post by: fano on 09:55, 04 February 12
This is weird as it has been tested on real hardware (at least my 6128 CRTC type 1&2)
Can i have more information about you CPC (model,CRTC,drive used,monitor)
I suspect your CTM to not support video settings but why ? maybe some CRTC settings but i do not see where.Did you tried to launch "CREDITS" in OPTION menu.
How is displayed EE logo ?

(If that would be possible for administrator to split the thread to have tech support thread for r-type, please ;) )
Title: Re: R-Type
Post by: DARKGATE on 10:12, 04 February 12
 :o Oh my god!!!!  :-X ???
Is something of incredible, magnific conversion, really the top game of this year.
A question,  :-X i have a cpc 464 with plus 64K ram cartridge, is possible a tape version for play on real cpc464?
Really awesome, great work.
Title: Re: R-Type
Post by: viddi on 10:17, 04 February 12
Thanks for your quick reply, fano!

I only tried it on my 6128 Plus so far. I use the HxC as Drive A.
I will try a real 3,5" disc later today...

The EE logo seems to be B/W and I can only see the inner part of the egg.
The credits work fine here.

CRTC should be 3 , right?
Title: Re: R-Type
Post by: fano on 10:32, 04 February 12
ah maybe something specific to Plus.I can not give you a quick solution but i'll try on my 6128+ when it will be repaired.

@Darkgate , sadly not , it needs a drive to run (note i am like you with my 464 , i do own a DDI-1 but no RAM expansion  :-X )
Title: Re: R-Type
Post by: Optimus on 10:40, 04 February 12

I will mainly write the same things I wrote on pushnpop too here :)


Wow! A great use of cat'art for a game.


I am impressed by the quality of it even before the game starts.


Intro screens, great main screen, many options. Old CPC games just had a black or simple screen with few options or just start game. This is my thought for modern CPC games, a great menu with more options, difficulty settings, sound menu, etc. This is great!


I was never as good in R-type, lost several times in first level (especially since the movement jumps some pixels and things go too fast) and then tried the casual mode. That's a better way to see all the levels and not worry about loosing and having to start again.


It was worth the wait. Congratulations!


p.s. I was watching the counter go down from firefox. Then it reached 0. Then nothing happen. I realized after half an hour from another browser that the download appeared. But not in firefox. However it must have to do with cookies or something. Here I get the download link from firefox :)
Title: Re: R-Type
Post by: spybro on 11:18, 04 February 12
@ Fano & TotO
Great remake guys
Great in every aspect!!!
THANK YOU!


Waiting for your next big thing aka WildFire ;)
Title: Re: R-Type
Post by: trocoloco on 11:31, 04 February 12
Thanks so much for this great remake!

This is what a game for our beloved CPC should be all about.  Really nice intro (that was a big surprise), music, ingame or what have you...  Everything about the game is so full of details.

And great ideat btw using CAT! Congratulations to the Easter Egg team for your great effort, you nailed it  :)
Title: Re: R-Type
Post by: TotO on 11:37, 04 February 12
Thank you everybody for your feedbacks and greatings. :)

Quote from: viddi on 09:28, 04 February 12
1. The EasterEgg logo isn´t displayed properly
2. There is some weird screen flashing at the end of the intro / right before the title screen
I tried a TV and a monitor (Philips CM8833-II).
I don't know for the 3rd point, but for the two first it's because the intro code seem to have sync problems and only work properly on CTM monitors and some TV screens. Sorry.

Quote from: DARKGATE on 10:12, 04 February 12i have a cpc 464 with plus 64K ram cartridge, is possible a tape version for play on real cpc464?
I suggest you to buy a nice DDI-1 drive too, because it's not just a media support for the game.
All was though around the 128K memory and the floppy disk drive.
Title: Re: R-Type
Post by: MaV on 12:09, 04 February 12
Excellent game!

The intro reminded me of the time I first I gaped in awe at the Trantor intro. And R-Type's intro is much better.

Nice tune, and wonderful graphics. Justice is done, it's been proven what the CPC is capable of when doing a proper port and it emphasizes the CPC's strengths.

I wish my reflexes were better! :D
Title: Re: R-Type
Post by: fano on 12:29, 04 February 12
Quote from: spybro on 11:18, 04 February 12
@ Fano & TotO
Great remake guys
Great in every aspect!!!
THANK YOU!
Thanks a lot , don't forget iXien for his great work on sound and Grim & sYx for intro  ;)
Title: Re: R-Type
Post by: Ygdrazil on 12:57, 04 February 12
Thank you Fano, iXien, Grim, sYx and toto for the amazing conversion....

I am really impressed. This really shows what teamwork can lead to!!

Been playing R-Type since 6 o'clock this morning on real hardware.

I have now been joined by CPCLER, who got tired of playing it emulated  :laugh:

Again congratz!!!

/Ygdrazil

PS. Can we look forward to the sequel R-Type II which was newer released for the CPC?


Quote from: fano on 12:29, 04 February 12
Thanks a lot , don't forget iXien for his great work on sound and Grim & sYx for intro  ;)
Title: Re: R-Type
Post by: Axelino on 13:19, 04 February 12
Quote from: tastefulmrship on 09:03, 04 February 12
I don't think R-Type is CPC Game Of The Year 2012, it's Best CPC Game Ever! Simply superb and well worth the wait.

Period.

How wonderful is it ?
Intro, options menu, gfx , sfx and gameplay are perfect !
I've never seen any of these on Cpc, now i have a new gods and they are easter egg's members !
Congrats & thank you for the game  ;)
Title: Re: R-Type
Post by: 00WReX on 13:39, 04 February 12
Wow, well done to everyone involved...fantastic effort you should all be proud of it.
2012 and the CPC is still getting Top Quality Software & Hardware  :D

Just tested this out on my CPC-6128 with 3.5" floppy & connected to a 4:3 LCD monitor via GBS8200 video converter board.
Everything went perfectly on the LCD including all the intro sections.

Cheers,
Shane
Title: Re: R-Type
Post by: fgbrain on 14:08, 04 February 12
Can I post bug reports here? It crashed for me (boss at stage 3).  :(

Other than that, great job Easter Egg, well done!!



Title: Re: R-Type
Post by: TotO on 14:11, 04 February 12
Sadly, for bug reports you may send it to me, I'll collect all: toto -at- easter-egg -dot- fr
Title: Re: R-Type
Post by: fano on 16:21, 04 February 12
Quote from: fgbrain on 14:08, 04 February 12
Can I post bug reports here? It crashed for me (boss at stage 3).  :(
Thanks for the report , you can send a mail to totO or me else you can join on instant messenger (in my profile).Seems we missed this one on our testing :(
(it seems to happen only when you have full force and shoot with it released)
Title: Re: R-Type
Post by: jbaudrand on 13:58, 06 February 12
Impressive work, and.. i'm still block at the same point than origin version, so I haven't make any improvment in my skill for 25 years!!!
Title: Re: R-Type
Post by: TFM on 22:07, 06 February 12
Had a longer playing phase now. It all works very well and smooth enough. Wonderful job again!!! I had no crash or problems at all. And thanks' a lot for the casual mode - it's well appreciated!!!
Title: Re: R-Type
Post by: Gryzor on 08:44, 07 February 12
No crashes for me either. I wonder why.
What an excellent game... (bis)
Title: Re: R-Type
Post by: fano on 09:30, 07 February 12
I am happy to read major part of players didn't get this awfull bug.Sadly , it exists (shame on me  :-[ ) and is related to a particular way to play (that's surely why i missed it).It is very difficult to track and fix but we are working on it to get a perfect 3" release  ;)

Quote from: Ygdrazil on 12:57, 04 February 12
PS. Can we look forward to the sequel R-Type II which was newer released for the CPC?
I am too a fan of R-Type II (more than R-Type I).This point has been discussed and finaly we choose to do not.That would be a big challenge and some things (i think especially to level 4 with its moving parts) would be very difficult to port.
But (yes there is always a BUT) , if some CPC & R-Type II lovers want to try this challenge , we can provide the source of this R-Type engine (a bit documented and fully commented) , tools (windows only) and technical support to help to port.
Title: Re: R-Type
Post by: EgoTrip on 11:13, 07 February 12
While this game definitely IS better than the original CPC version, I would not go as far as saying that its the benchmark of future CPC games. Yes it looks great, yes it sounds great, but I found the controls to be latent and sluggish. Also, the lack of a redefine keys option with the not so great control keys lost points for me. I'd give it a 7.5/10 overall.


Cybernoid 2 is still the best CPC shooter IMO, this maybe a different style but it doesn't come close to beating it.


I definitely do look forward to the next Easter Egg project though, hopefully it'll be a totally different genre, like a side-scrolling platformer.
Title: Re: R-Type
Post by: TotO on 12:07, 07 February 12

(http://img15.hostingpics.net/pics/114788rtype2012cpc.jpg)
tomas1977 picture (cpcrulez forum)


Quote from: EgoTrip on 11:13, 07 February 12the lack of a redefine keys option with the not so great control keys lost points for me
Look on the left of your computer, you got an unused joystick port for playing since 25 years. (and a stereo jack too) ;)
About the keyboard mapping, there are two:

CPC 6128 (or PC, like MAME emulator. Best mapping ever) :
MOVE: Arrows keys
BEAM: CONTROL
FORCE: COPY (ALT on PC)

CPC 464/644 (because we know that some peoples got 64K ext.)
MOVE: Functions keys (like arrows)
BEAM: Z
FIRE: X

After that, you make the choice to not keep "old useless features" in the options menu.
Title: Re: R-Type
Post by: trocoloco on 13:59, 07 February 12
I gotta disagree with totO and Egotrip. First, I dont understand why u find the controls slugish  ??? , i played the game (always on real hardware) with keyboard and 3 different joysticks and control have been always quick and accurate, but I still suck with joysticks tho  :P

As for totO, I like the mapping and it's surely the best for a 6128 as standard set, but  I gotta say that I do miss a redefine keys option in the game cos I miss a combination of opqa (or similar) which imo is the best way to control your ship. Anything than that, This R-type is one of the best shooters for CPC for sure and i like it more than Cybernoid 2 which is good but not so detailed as this one tho.
Title: Re: R-Type
Post by: TotO on 14:07, 07 February 12
Quote from: trocoloco on 13:59, 07 February 12I gotta say that I do miss a redefine keys option in the game cos i miss a combination of opqa (or similar) which imo is the best way to control your ship.  Anything than that, This R-type is one of the best shooters for CPC for sure and i like it more than Cybernoid 2 which is good but not so detailed as this one tho.
Thank you for your feedback. :)
You need two fingers for fires, not one. Moving ship is not easy with. Fast fire too. (need fingers already busy with moves)
Ergonomics tests have been done to improve the gameplay.
We haven't  made random choices.
Title: Re: R-Type
Post by: Puresox on 14:45, 07 February 12
Redefine keys is the best option , every one can be suited then , Left handers,right handers etc.. Cursors are just awkward for this type of game.
Title: Re: R-Type
Post by: MacDeath on 14:55, 07 February 12
to redefine keys enable to swap fire 1 and fire2... this can be usefull for some joypads or sticks.
Title: Re: R-Type
Post by: TotO on 16:10, 07 February 12
Quote from: Puresox on 14:45, 07 February 12Cursors are just awkward for this type of game.
Keyboard is just awkward for this type of game.

Quote from: MacDeath on 14:55, 07 February 12redefine keys enable to swap fire 1 and fire2... this can be usefull for some joypads or sticks.
All joystick/joypad get left controler. You can't chose to move it.
Fire buttons are on right, and it's common to get first the main fire and after the second fire.
It's the case of the GX4000 pad.
It's the case of a SMS pad with a good adapter.
It's the case on a real arcade stick pluged on a CPC.

If you have a custom arcade stick or a Genesis/Megadrive hacked pad, please use this :

A : FIRE 1
B : FIRE 2
C : FIRE 1
START : FIRE 3

Cheers.
Title: Re: R-Type
Post by: trocoloco on 16:32, 07 February 12
Quote from: TotO on 14:07, 07 February 12
Thank you for your feedback. :)
You need two fingers for fires, not one. Moving ship is not easy with. Fast fire too. (need fingers already busy with moves)
Ergonomics tests have been done to improve the gameplay.
We haven't  made random choices.

You most are welcome !

The thing about the fires I see it this way. By playing with a opqa sort of mapping we could, for example, redefine fires 1 and 2 as n and m, normally we have the finger ready on fire 1 and eventually we use fire 2, so to my point of view its not really necessary  to have a finger ready on fire 2 as using the arrows tho.

I dont mean to be picky, its just the way I play better the games with, but hey, arrows, copy and control as i said before its a good way to play it.
Title: Re: R-Type
Post by: Capper on 04:29, 08 February 12
    When I handed off the original Spectrum R-Type source code to Activision back in 1988 I was asked if I wanted to do the Amstrad conversion next. I declined and the job was tasked to Keith Goodyer who - as everybody now knows - did an incredible job of taking my non-labelled mess of code and turning it into a finished product in only 21 days. Of course a ridiculous three week schedule meant that Keith didn't have time to work his magic and produce the conversion the Amstrad truly deserved so the result was seen as a disappointment then and ever since. It has taken close to 24 years for the Amstrad gaming community to finally get the game they should have had all that time ago but at last the promise has been kept thanks to a generous act by the Easter Egg team who put all their time and effort into producing a brand new version for a brand new gaming generation.

    I still feel close to the original game and I'm proud to see that an aspect of something Mark Jones, Rob Hylands, Karl Jeffrey, Dave Jolliff, Keith Goodyer and myself helped create all those years ago has been picked up and taken further than anyone could imagine with such detail and affection by Easter Egg. I would like to offer my congratulations to everyone at Easter Egg for not only producing such a fantastic, polished conversion but for the wonderful job they have done of publicising the project. It's one thing to write a game but it's another to get people talking about it and playing it - which through the use of the website, word of mouth, interviews, advance videos etc. they have managed to achieve in a very professional manner indeed.

    Finally I would like to thank Easter Egg for mentioning me in the game credits, which implies I had something to do with the game but in reality all I did was tell a few stories and pass along some very confusing old routines. If you read that this new version contains X or Y percent of my old code then please ignore it - this is a 100% Easter Egg Amstrad game and they richly deserve all the credit and accolades that come with such an achievement.

Bob Pape
Title: Re: R-Type
Post by: SyX on 16:33, 08 February 12
Everything was possible, because we were "standing on the soulders of giants"  ;)

My generation has a debt with you, Joffa, Ritman, ... and all the amazing people that filled our childhood with dreams and that is something that i can never forget. Thanks Bob!
Title: Re: R-Type
Post by: Gryzor on 19:51, 08 February 12
Thanks to Capper for a really nice post; it's always great to hear the old-timers lament about the good ol' days while chewing tobacco at sundown... erm, sorry, got carried away there a bit.
Concerning the keys, control is definitely very well defined. I only miss redefinition for nostalgia reasons - QAOP FTW!
Title: Re: R-Type
Post by: MacDeath on 23:18, 08 February 12
QuoteIf you read that this new version contains X or Y percent of my old code then please ignore it - this is a 100% Easter Egg Amstrad game and they richly deserve all the credit and accolades that come with such an achievement.
Well, had your original game been with different software solutions to handles the sprites and tiles, this may have not been possible to get it like it is.

Having a character based engine enables to get it fast enough, if not that smooth.
And it was a proper solution to get rid of those awfull colour clashes, this so awesome speccy "feature"

I looked at the MSX version (done by japanese I think).
Basically they also use the character based animation, but with the only difference that the R9 sprites (and modules/Forces) and a few projectiles are done in HardSprites...

Basically, the R9 move smoothly, so many actually believe it is a smooth version, which it is not.

Most enemie waves are also full-character moved...
The R9 shoots are characters too, which lead to a lot of "unmasked" clashes with the background... especially on levels like this one :
Irem's R-TYPE on the MSX - Stage 6 (http://www.youtube.com/watch?v=FeawgxEpcQo#)


And most of all, with the speccy version you could handle a proper smooth scrolling effect, one aspect the MSX failed abyssmally..


Of course, the 8x1 attributs from the MSX enable some better graphics than the Speccy... more coloured.



And most of all, this speccy version was the closer to the arcade in so many way...
Waves patterns, type of enemies...

The fancy C64 version is in not way as close.


The main point was also to prouve to the Retro-computer fans that the Amstrad CPC is not a humble and inferior speccy clone as many actually tend to believe (due to the lot of unpolished speccy ports the industry impsoed to us).


The only condition being to use a proper 6128 configuration instead of a 464.



To be fair, such kind of remastering on CPC from a speccy port couldn't have been performed with games like BlackTiger per example.
As the speccy version is not that good to begin with.

R-Type is generaly seen as the best speccy arcade port ever.


QuoteQAOP FTW
I don't think F, T and W would be a proper setting for fire1, fire2 and pause... ::)
Title: Re: R-Type
Post by: fano on 23:28, 08 February 12
To be honnest , we look at MSX version when we had a to choice to make about scrolling.One possible option was to have char hardware scroll (like MSX) but we finally found that was not suited for a shooter like R-Type  ;) (and it is awfull  :-X )
Title: Re: R-Type
Post by: andycadley on 08:22, 09 February 12
Quote from: fano on 09:30, 07 February 12
But (yes there is always a BUT) , if some CPC & R-Type II lovers want to try this challenge , we can provide the source of this R-Type engine (a bit documented and fully commented) , tools (windows only) and technical support to help to port.
Is there any chance the source will be available anyway? Not quite R-Type II, but I can think of another platform not far from the hearts of many here that really could have done a quality version of R-Type and I'd be curious to see how difficult it might be to adapt the code to take advantage.
Title: Re: R-Type
Post by: MacDeath on 08:44, 09 February 12
QuoteNot quite R-Type II, but I can think of another platform not far from the hearts of many here that really could have done a quality version of R-Type and I'd be curious to see how difficult it might be to adapt the code to take advantage.
Which one are you talking about ?

Perhaps the Enterprise128 ?

I mean, I can't see a lot of other system who may utilise the Speccy/CPC source code...

MSX already have a proper version, MSX2/2+/turboR guys just have to re-use the existing MSX one or restart from scratch (I mean, those MSX2 and later can really have powerfull video modes, and sweet scrollings on 2+... also shitons of sprites...)

C64 and others are not Z80 based computers.

Speccy allready has the best R-Type possible on this standard.


Perhaps SamCoupé ?
It would just need the speccy version to get proper sounds and recoded graphics I guess...


BTW, it would be cool to see our "cousins" from the Enterprise128 scene to port this.
Perhaps they could use the extra palette choice.

Or were you thinking about the AmstradPLUS ?


Concerning an R-Type II... I guess a new set of tiles and sprites and new levels patterns would be enough.
Yet some effects like the water may be a little tricky to implement...


R-Type II part 1 of 2 (http://www.youtube.com/watch?v=fGKsdiLCqI8#)
R-Type II part 2 of 2 (http://www.youtube.com/watch?v=K3RRuGSQnyE#)

ouch...

The various moving backgrounds/sceneries may not be good enough in a character based engine.


R-TypeII is so much more complcated, with a big load of extra content, lots of sprites and so on...
Much more heavy to get on an 8bit machine done properly (= arcade faithfull...)

you have to accept when the Arcade system are too much for the humble CPC.


let's check the Atari ST version :
R-TYPE II - ATARI ST PLAYTEST (http://www.youtube.com/watch?v=ygbUZFu2e7o#)
Title: Re: R-Type
Post by: andycadley on 23:07, 10 February 12
Quote from: MacDeath on 08:44, 09 February 12
Which one are you talking about ?
Well I was thinking specifically of the GX4000. Although a SAM Coupe version would also be an interesting challenge, it's probably one of the few 8-bit machines even less well suited to scrolling games than the CPC (it has a 32K screen and just a 6MHz Z80!)
Title: Re: R-Type
Post by: MacDeath on 01:17, 11 February 12
QuoteWell I was thinking specifically of the GX4000. Although a SAM Coupe version would also be an interesting challenge, it's probably one of the few 8-bit machines even less well suited to scrolling games than the CPC (it has a 32K screen and just a 6MHz Z80!)
You know, the Video is still in 50Hz I guess...
If it is done as on CPC, it doesn't put that much more Wait states in theory (I don't know actually) but yeah, the CPU must still deal with twice more video Datas to process.

The VRAM is not that much a problem if you have enough RAM to begin with...
while having to handle twice bigger datas, the Z80 still has a lot more cycles... but not really twice more.

The basic Sam coupé has 256K minimum...
It is regarded as a Speccy successor.


QuoteThe 256×192, linear framebuffer (http://en.wikipedia.org/wiki/Framebuffer), 4 bits (http://en.wikipedia.org/wiki/Bit) per pixel (http://en.wikipedia.org/wiki/Pixel) (16 colours) = 24 KB
But ok, it goes for actually 32K of RAM... sort of...

Concerning GX4000... a brand new code must be done.

I mean ok let's say you have Hard scrolls and sprites... and 512K ROM cartridges... and DMA sounds...
Still the pure RAM is 64K only and the CPU is the same as on CPC, yet it must handle more stuff.

Let's just say it could be possible to get the R9 sprite and its modules in smooth Hardsprites... And extra palette too.
But to mod in order to manage the new RAM/ROM ratio is still a lot of work... and may also fail with existing engine.

And Fano surely want to do something else.
;D

anyway...

@Capper (the Pape of Speccy...)

I wanted to ask you a question concerning the speccy and professionnal games from the era.

How did you handled the 2 main Speccy configs... the 48K/+ and the 128/+2/+2B/+3...

On Amstrad, some games actually supported the 128K config but just to get a single loading of the game and perhaps some extra sounds...
But very few games were "128k only" games...

I suppose it was the same with the Speccy128 versions most of time ?
Did it only added soem Sounds and less multiloading in tape version ?
Or did some game actually get more stuff in gameplay and "graphic content" ?

This new R-Type version is a good way to see how a proper "6128" version should be... (6-128 = (relatively fast and solid) disk + 2x64K RAM).
As we always feel our CPC was downgraded by having so many users with tapes and 64k only models.

Was the strategy in game company the same on speccy ?
Title: Re: R-Type
Post by: andycadley on 02:48, 11 February 12
Quote from: MacDeath on 01:17, 11 February 12
You know, the Video is still in 50Hz I guess...
If it is done as on CPC, it doesn't put that much more Wait states in theory (I don't know actually) but yeah, the CPU must still deal with twice more video Datas to process.

The VRAM is not that much a problem if you have enough RAM to begin with...
while having to handle twice bigger datas, the Z80 still has a lot more cycles... but not really twice more.

The basic Sam coupé has 256K minimum...
It is regarded as a Speccy successor.
Even with 512K, which is typically considered "the norm" for a SAM, it's a lot of data to move around at a reasonable speed and having heaps more memory available doesn't go a long way to helping. Scrolling shooters are pretty much non-existant on the platform.

Quote from: MacDeath on 01:17, 11 February 12
Concerning GX4000... a brand new code must be done.

I mean ok let's say you have Hard scrolls and sprites... and 512K ROM cartridges... and DMA sounds...
Still the pure RAM is 64K only and the CPU is the same as on CPC, yet it must handle more stuff.

Let's just say it could be possible to get the R9 sprite and its modules in smooth Hardsprites... And extra palette too.
But to mod in order to manage the new RAM/ROM ratio is still a lot of work... and may also fail with existing engine.

And Fano surely want to do something else.
;D
There would certainly be lots of bits that would need to be done differently, however there may be lots of code that can be reused. At the absolutle minimum having documentation on how all the levels, sprites and movement patterns are stored would be incredibly useful. I'm sure Fano would prefer to be working on something new, but there are other people out there who might be interested in making some use of the code.
Quote from: MacDeath on 01:17, 11 February 12
On Amstrad, some games actually supported the 128K config but just to get a single loading of the game and perhaps some extra sounds...
But very few games were "128k only" games...

I suppose it was the same with the Speccy128 versions most of time ?
Did it only added soem Sounds and less multiloading in tape version ?
Most 128K Speccy games were just the 48K version with AY music added and the multiload replaced with a single load. Even towards the latter end of the Speccy's life, there were only a very small number of truly 128K only titles released (and chances are one or two of those could potentially have been 48K multiloads if there had been the demand).
Title: Re: R-Type
Post by: MacDeath on 13:31, 11 February 12
SAM Coupé wikipage :
QuoteInternal RAM was shared between the video circuitry and the CPU, with CPU accesses incurring a speed penalty (the memory contention delay) as it waited for ASIC (http://en.wikipedia.org/wiki/ASIC) accesses to finish. As a result, the SAM Coupé's CPU ran only around 14% faster than the ZX Spectrum CPU, yet was required to do much more work in SAM's appealing high-resolution modes to produce a similar movement on the display. A Mode 3 or Mode 4 screen uses four times as much RAM as a ZX Spectrum, so four times the work had to be done in the same time.
Ok.
Basically the SAM has the exact same problem as the CPC, but even more severe as the bpp is souble compaired to good old CPC...

but on the other hand, the SAM coupé could pehaps run the spectrum version of R-Type but in Mode2 (with 8x1 attribute as on the MSX1 or Thomson MO5/TO7...)

This would be the Speccy version looking a bit more like the MSX version, minus the Hardsprite smooth R9+Force.


but to be honest I am a bit      disappointed bit the SAM coupé, it is always regarded as the best 8bit computer by some collectionners...
But actually it is not really that much more powerfull.
It just sports fancier videomodes, but those are then too big for the system.

The sound system must be a bit heavier too I guess (6 channels...)

The Z80 may have needed 8mhz or even more perhaps. :(
Title: Re: R-Type
Post by: Capper on 02:06, 12 February 12
Quote from: MacDeath on 01:17, 11 February 12I wanted to ask you a question concerning the speccy and professionnal games from the era.
How did you handled the 2 main Speccy configs... the 48K/+ and the 128/+2/+2B/+3...
I can't speak for every company and coder involved in the production of 128K games for the Spectrum at the time so I'll try and cover what I can from my personal experience. What I find ironic(?) is that you could probably get a better explanation of this from one of the many Spectrum retro-fans around who has studied this in detail - but as the old saying goes....."If you can remember Woodstock then you weren't there." :-)

The general attitude was that 128K was a minority market compared to 48K so anything involving 128K either had to be priced high to cover the extra development costs or broken down so that it could multiload off tape for a 48K. There were a few prestige 128K only titles like Carrier Command but the usual route was to produce a game you knew would work on 48K and then ramp it up to the 128K since that way you definitely had two versions you could sell. The advantages of 128K to gamers were (hardware changes aside) basically extra memory, better sound quality that cut down on processor time and paging of the screen display. While the last two options definitely gave 128K versions an advantage over 48K ones you couldn't use them to optimize a 128K game then downgrade it to a 48K and expect the same results, replacing a tightly coded hardware screen flipping routine with a slower block move software-based one wouldn't get you the same thing.

As late as 1989 Activision didn't have a policy of supporting 128K versions. They would accept a 128K version if offered by the programmer but they wouldn't specifically or contractually ask for one and they certainly wouldn't have paid substantially more for it since the market was predominantly 48K cassette-based even at that late a date. By the time 128K models were being bought in large numbers (because you couldn't buy 48K any more) Spectrum software had advanced from the simple Horace-type games to complicated graphically heavy arcade conversions which meant that the major software companies were looking for  product that would better their competitors and I think some of those saw 128K as a means to do just that. Some companies took advantage of the extra memory to produce better quality graphics with more animation frames, sprites and larger game-play areas and to produce music and audio FX that didn't sound like it came from a strangled gerbil. But the reason for doing so was just to make money, pure and simple. With an A-Class cassette title selling for £9.99 all you had to do was pay a musician 2K for some AY music and a few days from the programmer and you'd end up with something you could sell at a premium price of £14.99 on a +3 disk or a deluxe packaged cassette.

I would also guess - and it's only a guess - that a lot of companies wanted to get out of the cassette market and saw the +3 as a means of doing so, in which case there was no way they could get away with chucking a single-load cassette version on a disk unless it was 'enhanced' somehow. They may have used the excuse that gamers were now used to better quality games so would be prepared to pay more for them them but when a gaming system is starting to die out the belief that users will pay more for games, not less, is a sure-fire way to go broke (cf Danny Devito's "buggy whip" speech in the film Other People's Money.)

The idea that extra memory cuts down on multiload is also open to argument since it all depends on the nature of the game. What it does is cut down on RELOAD time when you need to start again. You have to fill up that 128K either through an initial one-off load or streaming during the game and if you thought cassette loading on a 48K Spectrum was long then imagine having to wait for an entire 128K to load in off cassette before you could play the game! The same goes for in-game loading, the only advantage it gave you was that you only had to load something once off tape rather than over and over again, but you still had to load it in the first place. The +3 gave you a floppy disk which loaded a lot faster than tape but then you didn't need the extra memory to store data off since you could reload previous data so quickly anyway.

I worked on two 128K projects, the first was a 128K only program supplied with a hardware keyboard for the High Street market. The extra memory is used to hold keypress codes so that AY music can be recorded and played back, to a minimum length specified by the distributor. Since I was still learning Z80 at the time the method I used was wildly inefficient and the extra memory is used purely as a dump area and nothing else. The second 128K was Tusker for System 3. Basically the 128K version is the same as the 48K version apart from AY sound and faster loading of levels from the disk, the tape levels aren't preloaded neither are they paged out for later reloading. The disk version was a bit of an afterthought from System 3, as was AY sound support, which is why paging wasn't implemented right from the start and everything has (looking at my source code 20+ years later) a tacked on feeling.

It's not that hard to write a 128K game compared to a 48K one since there's very little that's actually different between the two. Using the AY chip does free up processor time that would otherwise be spent in BEEPing and so does the hardware flipping of the screen display but back "in the days" it was too little too late. If it's used more nowadays by retro-coders I think it's because you don't have to spend time compressing and optimizing code and graphics - a delicate art. If you're running out of memory you can just page in another bank of RAM. put them in there and tell the player to select the 128K option on their emulator.
Title: Re: R-Type
Post by: viddi on 16:05, 12 February 12
Okay, here is another bug report for the 6128 Plus:

I transferred the original DSK file via CPCDiskXP (3,5", B-Drive).
Once again it worked for the first time. I could even quit and restart the game.

But after a reset and a reload all I can see is the score panel (music and fx are audible, though).
Then after some seconds a "FATAL ERROR" screen appears:

xxx FATA ERROR xxx

FS_LOADFILE
CHECKSUM ERROR

xxx FDC/FS REPORT xxx

ST0 01000001   .   ST1 10000000
ST2 00000000   .   ST3 01101001

TR.03    HD.0         SC.C8       SZ.2

LAST FILE                 CASUAL   BIN



PRESS ANY KEY TO RESTART SYSTEM!


Title: Re: R-Type
Post by: TotO on 16:59, 12 February 12
Nice... easter egg...  :-\
Title: Re: R-Type
Post by: MacDeath on 23:01, 12 February 12
Thanx Capper for such a long and interesting answer. :)
Title: Re: R-Type
Post by: DARKGATE on 16:00, 13 February 12
resolve all this problems with a version for cpc 464, a simple tape of 90 MINUTES with a 15 minutes for load a level,  8) no more disk, but LARGE TAPES   :P .

Title: Re: R-Type
Post by: fano on 20:02, 15 February 12
beer anyone ?
Title: Re: R-Type
Post by: andycadley on 20:15, 15 February 12
Quote from: fano on 20:02, 15 February 12
beer anyone ?
Pretty much need one after reading a "rogerjowett"  ???
Title: Re: R-Type
Post by: TFM on 20:16, 15 February 12
Thanks' catched it! Cheers!

Can somebody ban that RogerScamJet please?
Title: Re: R-Type
Post by: Gryzor on 20:25, 15 February 12
 Andycadley wins the prize for Post of the Day :D


Oh god, it's worse than I thought...
Title: Re: R-Type
Post by: MacDeath on 14:23, 16 February 12
"to pull a rogerjowett"... wow... wasn't this strictly forbidden by the geneva convention ?
Title: Re: R-Type
Post by: TotO on 17:23, 16 February 12
what is the relationship with the topic subject?
Title: Re: R-Type
Post by: MacDeath on 17:35, 16 February 12
 
Quotewhat is the relationship with the topic subject?
none, that the point with a rogerjowett... :D  
Title: Re: R-Type
Post by: TFM on 18:05, 16 February 12
Quote from: TotO on 17:23, 16 February 12
what is the relationship with the topic subject?

Now you see what happens if the SpamJet comes to a thread. But just tell some news about R-Type and we're back on topic again.  8)
Title: Re: R-Type
Post by: khisanth on 20:07, 16 February 12
he keeps trying to add me on every social media site
Title: Re: R-Type
Post by: Gryzor on 17:35, 17 February 12
Yeah, he's known to do that :)
Title: Re: R-Type
Post by: khisanth on 20:44, 17 February 12
i accepted once then it spread to linkedin and others. i always think if you add someone to your social network, then be SOCIAL actually talk to them at least once!
Title: Re: R-Type
Post by: TFM on 21:58, 19 February 12
Quote from: khisanth on 20:44, 17 February 12
i accepted once then it spread to linkedin and others. i always think if you add someone to your social network, then be SOCIAL actually talk to them at least once!

That's only correct for humans ;-)

Any news about R-Type? Some more levels would be cool  8)
Title: Re: R-Type
Post by: TotO on 22:00, 19 February 12
NOW LOADING
Title: Re: R-Type
Post by: TFM on 00:36, 20 February 12
Quote from: TotO on 22:00, 19 February 12
NOW LOADING

Great! We're back on topic and the loading still goes on ;-) Thought about a level editor, but that would be very complex to realise (my guess).
Title: Re: R-Type
Post by: Executioner on 10:10, 20 February 12
I hadn't had much of a chance to take a look until today. Amazing work you guys from Easter Egg. and thanks for the mention in the credits.

P.S. I always preferred to play with keyboard on the CPC, but I hate QAOP SPACE and cursor keys are basically useless since you almost can't physically keep a finger on each direction button and the fire button(s) at the same time so redefinable keys would have been a great thing.
Title: Re: R-Type
Post by: Gryzor on 10:45, 20 February 12
Quote from: Executioner on 10:10, 20 February 12

but I hate QAOP SPACE and cursor keys are basically useless since you almost can't physically keep a finger on each direction button and the fire button(s) at the same time


You can't ?!? Maybe my fingers have developed a natural QAOPSp setting over the years...
Title: Re: R-Type
Post by: Executioner on 11:00, 20 February 12
It's the cursor keys I can't handle because you can't keep your fingers on all buttons at all times. Your middle finger has to switch between up and down.

QAOP and SPACE at least you can keep your fingers on all the buttons but I always found my thumbs and the Space bar clumsy for firing fast without moving my whole hand which makes it harder to control the OP (if that's the thumb you're using).

I always felt more comfortable with the Acornsoft (and a lot of CPC) layout (ZX etc), but the keys are different on modern US keyboards, so I've moved across from ENTER etc to ZXKML and left SHIFT for FIRE2.
Title: Re: R-Type
Post by: TotO on 12:15, 20 February 12
I'm surprised that you don't play with a Joystick.
I'm surprised too, that the most famous arcade keyboard mapping make problems for playing an arcade game.
We don't get feedback about that during the beta testing and many players finish the game using these controls.

Finaly, the "QAOP" mapping don't allow to use 2 fires keys.
And "ZXKM" mapping need to fire with the littles fingers (not serious) and can't be used on 464/664.


Sure, it's nostalgic... But not ergonomic. :)
Title: Re: R-Type
Post by: ukmarkh on 12:55, 20 February 12
On a real CPC, my fingers need QAOP and Space fire (Z to Release)... I grew up with this configuration and can't change now... in fact, I rarely use a joystick on the CPC, one of the reasons I don't get on with the Amiga or C64, is because 95% of the games force you to use a joystick.

Does the game support Rapid fire i.e. autofire? Please give us the option to redefine keys???  ;) 

Oh and instead of a level editor, how about R-Type 2? You know it makes sense...
Title: Re: R-Type
Post by: TotO on 13:49, 20 February 12
Quote from: ukmarkh on 12:55, 20 February 12
On a real CPC, my fingers need QAOP and Space fire (Z to Release)... I grew up with this configuration and can't change now... in fact, I rarely use a joystick on the CPC, one of the reasons I don't get on with the Amiga or C64, is because 95% of the games force you to use a joystick.
So, you miss many good games on computers and consoles by refusing to play with a joystick.
In arcade too, because you have to use the control panel thought for the game. It's your choice and you deal with.

Our choice was to add a full joystick support and two keyboard layouts thought for a best experience with this game.
Our choice was to add stereo sound too. In the same way, you miss something by earing with the mono embeded speaker.

But, we apologise for the lack of instruction manual at this day.

JOYSTICK:
MOVE: Directions
BEAM: Fire 1 button
FORCE: Fire 2 button
PAUSE: Fire 3 button
QUIT: Fire 1+2 while game paused

6128 KEYBOARD:
MOVE: Arrow keys
BEAM: Control key
FORCE: Copy key
PAUSE: Space key
QUIT: Esc key

464/664 KEYBOARD:
MOVE: Function keys
BEAM: Z key
FORCE: X key

PAUSE: Space key
QUIT: Esc key
Title: Re: R-Type
Post by: Optimus on 20:00, 20 February 12
I was always playing with Q,A,O,P and Space in the past but now I realized that for fast firing games (edge grinder, star sabre and other shoot em up's) it tires your thumb easily, much better to use arrow keys in right hand and the left hand completely on firing in this case.
Title: Re: R-Type
Post by: Puresox on 20:07, 20 February 12
Simple answer is A Redefine Option then everyone's happy !
Title: Re: R-Type
Post by: TotO on 20:29, 20 February 12
NOW LOADING
Title: Re: R-Type
Post by: ukmarkh on 17:04, 22 February 12
Quote from: Puresox on 20:07, 20 February 12
Simple answer is A Redefine Option then everyone's happy !


Thank u, it's just common sense is all.
Title: Re: R-Type
Post by: ukmarkh on 17:08, 22 February 12
Quote from: TotO on 13:49, 20 February 12
So, you miss many good games on computers and consoles by refusing to play with a joystick.
In arcade too, because you have to use the control panel thought for the game. It's your choice and you deal with.


That's a bit elite... I said it was one of the reasons I didn't get on with the other computers. Of course I played with joysticks and gamepads on these other computers, but when playing on the CPC I preferred the choice mentioned. Loads of commercial games came with QAOP as the default key settings, and a redefine option, so I think my comment holds some weight. 
Title: Re: R-Type
Post by: TotO on 17:28, 22 February 12
"QAOP" games allow to redefine keys, because it was a poor default choice.
Games like Barbarian or Renegade use a custom mapping and everybody was happy.

Anyway this subject is closed because we miss to put better features than "redefine keys" by lack of memory.
Title: Re: R-Type
Post by: andycadley on 17:44, 22 February 12
Quote from: ukmarkh on 17:04, 22 February 12
Thank u, it's just common sense is all.
From a developers point of view, writing a redefine keys routine is a right pain in the butt. Whilst I'd have preferred the choice, when it comes down to it I'll live with different controls if memory constraints would have otherwise meant compromising the overall quality of the game.
Title: Re: R-Type
Post by: Puresox on 19:33, 22 February 12
Quote from: andycadley on 17:44, 22 February 12
From a developers point of view, writing a redefine keys routine is a right pain in the butt. Whilst I'd have preferred the choice, when it comes down to it I'll live with different controls if memory constraints would have otherwise meant compromising the overall quality of the game.
If this is the case then that is fair enough. It is better to have a better game. Unfortunately while my actual Amstrad is out of use, I rarely play the game cos I don't  enjoy the game with those keys on the emulator.
Title: Re: R-Type
Post by: fano on 21:22, 22 February 12
Quote from: andycadley on 17:44, 22 February 12
From a developers point of view, writing a redefine keys routine is a right pain in the butt.
Hey ! leave my butt alone  :laugh: The problem is more a space problem as we need to get a complete strings table for all keys , this is the main reason we do not own a key redefine menu.We thought about keyboard layout and button 3 recognition but i must admit i never thought some people would pleased to use QAOP layout as i always found this unpratical.
Title: Re: R-Type
Post by: andycadley on 21:39, 22 February 12
Well yes, that's what I figured. I think anyone who hasn't tried it in pure assembly can miss a lot of the subtlety of just how much is involved in writing a redefine keys routine. You need graphics for all the keys (letters and some puncuation/arrows etc), a complete set of  keyboard mappings and then a bunch of code that actually handles the process. It's not exactly hard, but can end up surprisingly more memory intensive than you might expect, especially if your coding experience is limited to just the firmware or BASIC.
Title: Re: R-Type
Post by: steve on 22:07, 22 February 12
Maybe Bryce could design a keypad that plugs into a joystick port.
Title: Re: R-Type
Post by: TotO on 22:11, 22 February 12
Or simply stickers (QAOP) to glue over arrows :D
Title: Re: R-Type
Post by: fano on 22:13, 22 February 12
No need of a such advanced feature , a GX pad would be enough  ;D
Title: Re: R-Type
Post by: TFM on 22:36, 22 February 12
Quote from: andycadley on 17:44, 22 February 12
From a developers point of view, writing a redefine keys routine is a right pain in the butt. ...

Why? Just save the line (0-9) and the row (0-7, best as bit mask).

However I don't miss it in this case.
Title: Re: R-Type
Post by: TotO on 11:54, 26 February 12
Look like a missing entry in CPC Wiki !  ;D

http://www.dizionariovideogiochi.it/doku.php?id=r-type_remake_cpc&s (http://www.dizionariovideogiochi.it/doku.php?id=r-type_remake_cpc&s)[]=rtype
Title: Re: R-Type
Post by: TotO on 23:57, 05 April 12
Looking the Youtube video of the Retrogamer issue #101, R-Type CPC get an article. (9:50mn)
Mark Vergeer look to be very enjoyed by our game. :)

Thumbing Through it: Retrogamer Issue 101 starring some youtubers (http://www.youtube.com/watch?v=9VMM3sPTUPA#ws)

If someone can buy and send it for me in UK ? Thank you.
I ordered it online.
Title: Re: R-Type
Post by: TotO on 12:33, 06 April 12
OK, I'm reading the test. The first picture is labeled [C64] ... It's not serious. :D 
One full page, only for our game. A objective review and a good "final" score. Thank to him.

However, it may have not seen the Casual Mode.
He focuses mainly on the game difficulty, while a novice can finish it in this mode and top players asking for an harder "second loop".
Title: Re: R-Type
Post by: MacDeath on 17:28, 06 April 12
seems that it was actually badly reviewed


those guys would still give 95% score to the speccy version but give poorly to CPC.
Also they are not hardcore gamers, which is what R-Type was about.

Too difficult ? WTF, it's R-Type you sticky jar of jelly... yust try the arcade with only 5 credits and you won't even pass the first level... >:(

Anyway the screenshots talks for themselves.
Title: Re: R-Type
Post by: beaker on 18:30, 06 April 12
Down with Retro Gamer - those Speccy/C64 loving swines!

I got my copy of issue 101 earlier last week and 82% seemed fairly harsh but the reviewer, Jason Kelk, mentioned that he would revise the score accordingly when the crashes he experienced were sorted. Hopefully he'll also notice the casual mode as well in the next version he reviews and put the score above 90% which it deserves IMO.

So was he reviewing an early version of the game?

Right back to reading the rest of the magazine  ::)
Title: Re: R-Type
Post by: ukmarkh on 18:44, 06 April 12
I agree with bits of the review, but this is a massive herculean effort. And the review deserved a full feature.

R-Type on the CPC isn't as good as the Speccy version (There, i said it, but only on the grounds of accessibility!), but it's a damn near close run thing. It deserved at least 90% in its current form, and a difficulty level should have been added. My eleven year old nephew loves the look of it, but can't get past the first level... on the Speccy version he can!

Saying that, I love it... and I've recently bought a GX4000 PAD to play it with, and the control is great. The harder the game, the better for me, but I'm in the minority.

A proper review of R-Type CPC coming soon...  ;)


In other news! I don't like the way Retro gamer has just released a joint Speccy and C64 book, but left the CPC out in the cold... we should all boycott at least one issue of the next magazine, just to make our feelings known  ;)   
Title: Re: R-Type
Post by: Xyphoe on 19:00, 06 April 12
I was going to come post this here too that Retro Gamer had reviewed it and I had quite a shock at the score and mark!

But then, the previous issues BB4CPC (Bubble Bobble) had been reviewed and only given 87%

That's still a high mark but the mind boggles!! Given the playability and how much work has gone into it making it close to arcade perfect as possible...... it's like - what more do you expect?!

I always felt like TMR - who does post on this forum and is an all round nice guy - was always seeming fair and balanced, but this time I think he's wayyy off here on both reviews. Sure it's still high marks but like Orion Prime review (which actually did get a high score 90%+) the review is hardly glowing - the nasty cynic in me as a knee jerk reaction would be to say 'C64 fan jealous of superior CPC releases!'. I don't think it's the case but I'd like to hear more of his reasoning behind these 3 key CPC game reviews - considering some of the games that get high marks in comparison. Sorry mate!  A bit of a bummer :(
Title: Re: R-Type
Post by: Puresox on 01:51, 07 April 12
Speccy version of R-type better than the Amstrad version?? No chance .


Bubble Bobble is excellent,  still think the Jump Action needs tweaking,tis a little stiff.


Would like to read the reviews for myself.
Title: Re: R-Type
Post by: MacDeath on 11:59, 07 April 12
QuoteSpeccy version of R-type better than the Amstrad version??
please, be more precise...
R-type CPC or R-Type128 CPC ?
Quote
Down with Retro Gamer - those Speccy/C64 loving swines!
Also notorious Consolefags...
Title: Re: R-Type
Post by: Puresox on 13:32, 07 April 12
Well The Retro Magazine review was discussing/Reviewing '128 R-Type', So I presume that was where the comparison was between?
Title: Re: R-Type
Post by: beaker on 14:21, 07 April 12
Quote from: MacDeath on 11:59, 07 April 12
Also notorious Consolefags...

Yes, them too! I say as I put my console collections (Snes, N64, Gamecube, GBA * 3, SMS, Megadrive * 2, Saturn, Dreamcast, Playstation * 2, PS2 * 2, XBOX * 2, XBOX 360) and "consoles rule" poster hurriedly in a skip...  :laugh:

I have to admit, the last iteration of R-Type I played was on the PC-Engine and I didn't find the new CPC version a million miles away from that version; it was certainly as playable to me. I can't comment on the Speccy version as the nearest I got to that was playing the CPC port on my 464 back in the day.
Title: Re: R-Type
Post by: TMR on 02:07, 08 April 12
Quote from: Xyphoe on 19:00, 06 April 12
I always felt like TMR - who does post on this forum and is an all round nice guy - was always seeming fair and balanced, but this time I think he's wayyy off here on both reviews. Sure it's still high marks but like Orion Prime review (which actually did get a high score 90%+) the review is hardly glowing - the nasty cynic in me as a knee jerk reaction would be to say 'C64 fan jealous of superior CPC releases!'.

Hmm... looks like i'm probably damned either way (and i'm off to hide behind the sofa in a minute) but okay, here goes...

R-Type was a really difficult one to score. On the one hand i liked it hugely and enjoyed playing it but then again i had it crash out on me several times, with quite a few being around the same place (the level 4 boss if memory serves, possibly under similar circumstances to those that fano mentioned in post 324 of this thread) and losing all that hard fought for progress was almost painfully frustrating to me as a player so i simply couldn't ignore it when writing the review.

The first screenshot caption should have said [Amstrad CPC] Just like the seaside crane machines! by the way, which is a shame because i was rather fond of it.
Title: Re: R-Type
Post by: MaV on 09:06, 08 April 12
Quote from: TMR on 02:07, 08 April 12
R-Type was a really difficult one to score. On the one hand i liked it hugely and enjoyed playing it but then again i had it crash out on me several times, with quite a few being around the same place (the level 4 boss if memory serves, possibly under similar circumstances to those that fano mentioned in post 324 of this thread) and losing all that hard fought for progress was almost painfully frustrating to me as a player so i simply couldn't ignore it when writing the review.
Fair enough! I liked it just for the balls to appear and defend your score. :)
Title: Re: R-Type
Post by: ivarf on 14:12, 08 April 12
Quote from: TMR on 02:07, 08 April 12
Hmm... looks like i'm probably damned either way (and i'm off to hide behind the sofa in a minute) but okay, here goes...

R-Type was a really difficult one to score. On the one hand i liked it hugely and enjoyed playing it but then again i had it crash out on me several times, with quite a few being around the same place (the level 4 boss if memory serves, possibly under similar circumstances to those that fano mentioned in post 324 of this thread) and losing all that hard fought for progress was almost painfully frustrating to me as a player so i simply couldn't ignore it when writing the review.

The first screenshot caption should have said [Amstrad CPC] Just like the seaside crane machines! by the way, which is a shame because i was rather fond of it.

The "c64" screenshot is the best looking of the four  :laugh:

Shame on me, I haven't tried the game yet, have only seen youtube-videos and read about it in Retrogamer and here.  I have always liked and preferred the strong colours of the Amstrad and all Segas. In my opinion the colours in the youtubevideos of the game are not saturated enough, I reckon this is due to the emulator used or videocoding. Are the colours much stronger on a real machine for this game?  I understand that the scrolling is like it is, because of the original code which came from the ZX Spectrum. This looks like characterbased scrolling, I doesn't like that much... My guess is that C64users are even more put off by this..

TMR, what score would you give to the "original" on the ZX Spectrum?
Title: Re: R-Type
Post by: TMR on 21:18, 08 April 12
Quote from: ivarf on 14:12, 08 April 12TMR, what score would you give to the "original" on the ZX Spectrum?

i don't know to be honest, i've never thought about it in that context... probably somewhere in the early to possibly mid 90s, i expect. You didn't ask, but now i'm thinkking about it the C64 version is worth a low 80s because it's quite fun as a game in it's own right and only sucks as a conversion of R-Type.
Title: Re: R-Type
Post by: Gryzor on 13:46, 09 April 12
Heya TMR...


I can actually sympathise with the frustration leading to a lower score. Strangely enough, though, the final version never crashed for me, were you using a beta perchance? Did you try contacting the devs?


As for the difficulty... :p
Title: Re: R-Type
Post by: beaker on 16:27, 09 April 12
Any idea when a version for 3 inch discs are coming so I can play it on my 6128+ rather than an emulator? My left arrow's just busted on my HP laptop...  ???
Title: Re: R-Type
Post by: ivarf on 18:35, 09 April 12
Are you all playing on R-type on emulators? No wonder the colours look off, CPC unsaturated  (http://www.cpcwiki.eu/forum/../../../Smileys/SoLoSMiLeYS1/tongue.gif)
Title: Re: R-Type
Post by: beaker on 19:46, 09 April 12
Sigh, for the moment :(

I need a new iron to do the ABBA switch in my 6128+ so I can use the HxC...
Title: Re: R-Type
Post by: TMR on 11:16, 10 April 12
Quote from: Gryzor on 13:46, 09 April 12
I can actually sympathise with the frustration leading to a lower score. Strangely enough, though, the final version never crashed for me, were you using a beta perchance? Did you try contacting the devs?

i haven't, but the issue i've had is similar to the one reported in this thread already so i was assuming they knew and were already looking into it. And no, i got the disk image from the official site when it went live, same as everybody else, i rarely get beta versions on any platform and won't knowingly review anything that's flagged as beta just to get a head start either.

Quote from: Gryzor on 13:46, 09 April 12As for the difficulty... :p

i still stand by what i said about difficulty - on default difficulty it's meant to play like R-Type so any variation on that is worthy of note.

Quote from: ivarf on 18:35, 09 April 12
Are you all playing on R-type on emulators? No wonder the colours look off, CPC unsaturated  (http://www.cpcwiki.eu/forum/../../../Smileys/SoLoSMiLeYS1/tongue.gif)

i have to use an emulator for it at the moment, i've only got a 464.
Title: Re: R-Type
Post by: TotO on 12:41, 10 April 12
R-Type get 82%*, because problems are not solved in time.

Missing:
- Fixing the sad crash (2 months...)
- Building the 3" version for everyone can play on CPC
- Master mode for top players (after the gold logo. Like a second loop)
- Arcade mode adjusted to be less harder (master mode sequel)
- And some Gfx fix (Mura head bug, ...)

Sorry!

About the Force move, it was programmed to be arcade like.
It own a magnetic attract mode, and you can turn easilly around w/o locking it, if you don't press fire 2. Work far better tant the old CPC/Spectrum version.

* A nice score in absolute.
Title: Re: R-Type
Post by: MacDeath on 13:52, 10 April 12
Quotei have to use an emulator for it at the moment, i've only got a 464.
ouch that was it then... the frustration for having only a 464... ;D ;)

Once again I curse you Lord Sugar, you did the CPC wrong with this 64K models... should have been 128K !
Title: Re: R-Type
Post by: DARKGATE on 18:36, 11 April 12
 ;D I have a CPC 464 with 128k,  ;D 64K+64K RAM EXPANSION= 128K  :o I am a math genius. ::)
The new R-TYPE is fantastic, but I admit that I would have liked to see a version for the CPC464 :).
Title: Re: R-Type
Post by: TotO on 18:38, 11 April 12
Just plug it a floppy drive...  ;D
Title: Re: R-Type
Post by: TFM on 18:44, 11 April 12
Quote from: DARKGATE on 18:36, 11 April 12
... but I admit that I would have liked to see a version for the CPC464 :) .

For the 464 (which provides only 1/3 of usable RAM compared to a 6128) you can use the old version :-)
Title: Re: R-Type
Post by: SyX on 19:02, 11 April 12
Well, i admit that i prefer games that use joysticks, floppies and 128KBs of ram... I'm really tired of limited 64 kbs tape games. For me is impossible to enjoy a game with flickering in 2012, neither in CPC, neither in Matra Alice, neither Dreamcast, ... Come On!!!  :P
Title: Re: R-Type
Post by: fano on 19:24, 11 April 12
82% only !  :laugh:

I hope you'll take a look to the "final" version without that awfull frustrating bug (OMG i dishonored myself with it)  and you'll take some time to see more features that are already in this version like extra levels , how to play, anti crash system (!) , weapons improvement (yes they are!) , casual mode and more (easter eggs?)
(the best is the intro , i didn't code anything on it  :P )
Title: Re: R-Type
Post by: TotO on 21:46, 11 April 12
I just updated the file with the vicious crash bug fixed.

You can download it here: Fixed DSK (http://www.rtype.fr/Game_Features_files/R-Type_128K_dualside.dsk)
Or visit the R-Type website: http://cpc.rtype.fr (http://cpc.rtype.fr)

Top players:
The MASTER mode is coming soon... Please, 2 weeks to wait. :)

Quote- Master mode for top players (after the gold logo. Like a second loop)
- Arcade mode adjusted to be less harder (master mode sequel)
- And some Gfx fix (Mura head bug, ...)
Title: Re: R-Type
Post by: MacDeath on 22:16, 11 April 12
QuoteThe new R-TYPE is fantastic, but I admit that I would have liked to see a version for the CPC464
what is the detail you don't understand in "R-Type 128K" ?
You want an "R-Type 128K" working on a 64K machine ? ::)


QuoteI have a CPC 464 with 128k
then you have a "good and usable" CPC.

seriously, having only 64K is what killed the CPC...

I mean, like syx said :
QuoteI'm really tired of limited 64 kbs tape games. For me is impossible to enjoy a game with flickering in 2012
with its 16k screen, possibilities of fullscreen/overscan (24K/32K are then used for the sceen) and double buffering, also keep in mind the graphic datas (like, 2bit per pixels in mode1) are bigger than those on Speccy (1bit per pixel + a few attributes)... 64K is clearly not enough...

cumulated with the tape driver, you can't even multiload easily and even the Tape version should have needed 128k to be truly exploitable, we would have got richer and richier games!
Title: Re: R-Type
Post by: DARKGATE on 22:28, 11 April 12
 :) Excuse me Toto, you think wick is possible use the engine of this new R-TYPE, for others shooters?
Example : SALAMANDER,  SAINT DRAGON, R-TYPE 2,  PROJECTX (FROM AMIGA TO AMSTRAD  ;D ), MENACE ecc..
Thank you.  ;)
Title: Re: R-Type
Post by: arnoldemu on 09:17, 12 April 12
Quote from: SyX on 19:02, 11 April 12
Well, i admit that i prefer games that use joysticks, floppies and 128KBs of ram... I'm really tired of limited 64 kbs tape games. For me is impossible to enjoy a game with flickering in 2012, neither in CPC, neither in Matra Alice, neither Dreamcast, ... Come On!!!  :P
But I also dislike games that are lazy and use 128k because the coder could not find the time to make better and more clever use of the memory.

I am sure 100% R-Type uses all 128K fully and efficiently.

I think it is still ok to make a 64k game in 2012.. some games are smaller and they can fit into this space easily. No need for 128k and all CPCs (KC compact etc) can run it.
Title: Re: R-Type
Post by: TotO on 10:46, 12 April 12
I not fully agree... You can see the problem with BB4CPC.
Because the programmer don't want to support 128K as option and using at less 16K for a double buffer,  the game look epileptic. I can't enjoy it, and I'm not alone.

As Amiga 500 games add extra features with 512K expansion (sounds, fast loading, ...) CPC games may add extra features with 64K expansion, without shame.

It's the first logical step and gamers buy EXT RAM massively on Amiga, then buy new computers with more RAM for enjoying better games. On CPC, we don't ???

Yes, R-Type CPC in a full 128K / Floppy game, and can't be done with less.
Title: Re: R-Type
Post by: rexbeng on 12:17, 12 April 12
To support TotO's view, I remind everyone that the basic memory for the Amiga was 256KB (Amiga 1000). Does anyone care to remember *any* 256KB games?


rb
Title: Re: R-Type
Post by: ivarf on 12:36, 12 April 12
Quote from: TotO on 10:46, 12 April 12
As Amiga 500 games add extra features with 512K expansion (sounds, fast loading, ...) CPC games may add extra features with 64K expansion, without shame.

It's the first logical step and gamers buy EXT RAM massively on Amiga, then buy new computers with more RAM for enjoying better games. On CPC, we don't ???

Yes, R-Type CPC in a full 128K / Floppy game, and can't be done with less.

Maybe I am ignorant, but where can I find memory for the 464 that can be easily fitted?
Title: Re: R-Type
Post by: MacDeath on 13:07, 12 April 12
QuoteMaybe I am ignorant, but where can I find memory for the 464 that can be easily fitted?
that's a problem too.
there is no modern (and quite cheap) RAM extension card, which is a shame.

Title: Re: R-Type
Post by: TotO on 13:22, 12 April 12
Quote from: MacDeath on 13:07, 12 April 12
that's a problem too.
there is no modern (and quite cheap) RAM extension card, which is a shame.
Because few peoples buy it and tape programs don't use it.
Most popular for 664 users, to be "6128" up-to-date.
Title: Re: R-Type
Post by: arnoldemu on 13:45, 12 April 12
What I was saying was:

128K only games are fine. I am not against this - you may think I am.

I am sad when I see a 128K game which is really a potential 64K game made in a lazy way.
e.g. "I don't want to work out where my data goes, so I will just put it into the extra ram".
So when the game is analysed there is much empty space.
If the game is 128K then it should have all the main ram full, and use as much as possible of the extra ram too.
So that very few bytes are not used.

If a game is real 128k, I want to see extra gfx, extra sound, longer levels etc. I want to see good use of the extra ram.

I am also not against games that are compatible with 64k. If the game is small, it can fit into 64k easily, no trouble. Then if the coder wants to do it, they can add extra for 128k.

Ok, say a cpc version of canabalt was made, and it was made lazy so you had to have 512k ram. Stupid. it could fit into 64k and everyone can enjoy it. But, if it then had extras when run on 128k machine... fantastic.

But also it is good to see games made for 128k only. R-type 128k is an example of this.

Title: Re: R-Type
Post by: arnoldemu on 13:47, 12 April 12
Quote from: TotO on 10:46, 12 April 12
I not fully agree... You can see the problem with BB4CPC.
Because the programmer don't want to support 128K as option and using at less 16K for a double buffer,  the game look epileptic. I can't enjoy it, and I'm not alone.
The programmer made a choice to make it this way.

Your team made a choice to make r-type 128k.

I have some games in development. they will run in 64k. but use 128k for extra stuff!

Maybe I could ask you this:

I also have a plus machine. Why did you not make it so it used plus extra features? Pluses are around so all games should be made to use plus features ;) Why, because you chose to make it for CPC. ;)


Title: Re: R-Type
Post by: TotO on 14:29, 12 April 12
Quote from: arnoldemu on 13:47, 12 April 12
The programmer made a choice to make it this way.
I have some games in development. they will run in 64k. but use 128k for extra stuff!
Because it was possible, you make the good choice. ;)

Quote from: arnoldemu on 13:47, 12 April 12I also have a plus machine. Why did you not make it so it used plus extra features? Why, because you chose to make it for CPC.
Because Plus features can't be combinated with Old one. So, we take the choice to make it compatible for most CPC.
The first R-Type mock-up use Plus palette...

- 6128 / 6128 Plus (KB map 1)
- 664 + EXT RAM (KB map 2)
- 464 + EXT RAM + EXT Floppy (KB map 2)

We can't do it 64K+64K. But if it had been possible, we make it with optional features too. ;)
Title: Re: R-Type
Post by: SyX on 16:03, 12 April 12
Quote from: ivarf on 12:36, 12 April 12
Maybe I am ignorant, but where can I find memory for the 464 that can be easily fitted?
Well, Bryce is working in a nice ram expansion for all the CPCs, because that it will not be a problem very soon ;)
Title: Re: R-Type
Post by: TFM on 17:10, 12 April 12
 
Now I want to bother all of you with my opinion...


If a programmer decides to make a game in a certain way, then it's the programmers decision, and nobody elses. Nobody has the right to quesion that. Anybody who questions it, is just respectless.


If one doesn't like the way a programmer made his game, then this person doesn't have to buy (or use) it!


Oh, and if you haven't paid any money, then please do this:  :-X


I'm really not a person who values money (too) important. But in general it suxx if people use non-constructive sharp critics for a free "product".

Constructive critics is for sure always welcome to the very most programmers though. :)
Title: Re: R-Type
Post by: TotO on 17:58, 12 April 12
Quote from: TFM/FS on 17:10, 12 April 12
If a programmer decides to make a game in a certain way, then it's the programmers decision, and nobody elses.
The discussion is about the usage of the extended memory.
BB4CPC, R-Type and Amiga games are just examples for that.

Quote from: TFM/FS on 17:10, 12 April 12Nobody has the right to question that. Anybody who questions it, is just respectless.
Sure, programmer is god, you musn't pronounce his name.  :laugh:

OFF TOPIC. BACK TO R-TYPE NOW.
Title: Re: R-Type
Post by: fano on 19:43, 12 April 12
Say my name ! say my name baby !

To close the topic about 64K version , i share a document of the project about the global memory map (ingame) , that will be difficult to fit in 64K  ::)

(http://www.cpcwiki.eu/forum/games/r-type-%28was-rick-dangerous-128%29/?action=dlattach;attach=4499)
Title: Re: R-Type
Post by: HAL6128 on 20:21, 12 April 12
Wow! Thanks (from my side) for sharing this interesting insight.
This means that only 19 kB is program code and the rest are datas for graphics, sound, tables and temporary storage?!
Title: Re: R-Type
Post by: fano on 20:35, 12 April 12
Happy to share this and to find someone interested  ;)
Yes and No as there is code for enemies and level logic (some levels like 3,4,5 own a very specific logic) at #9000 and the whole sound code (with decompressor) has been exported in sound module.
The menus callbacks are loaded in bank #C4 in main screen too.
Title: Re: R-Type
Post by: TFM on 21:25, 12 April 12
Actually it's really amazing that you do it with only one screen RAM - without flickering or any other disturbing effects.

You guys get my personal 100.000% Vote  :) :) :)


BTW: BB4CPC is a quite wonderful game, only the sprite flickering at the beginning really confuses me a bit. But hey it's a feature, not a bug. And for 64 KB it's really amazing too.

Title: Re: R-Type
Post by: ivarf on 23:31, 12 April 12
So why do the sprites in new Bubble Bobble flicker and what has it to do with 64 kB memory? Something to do with waiting for the frame flyback or whatever it is called - bb19 I think?
Title: Re: R-Type
Post by: fano on 08:08, 13 April 12
Problem is the Z80 is too slow refresh screen and draw sprites so the job is not finished when electron beam comes , that causes flickering or tearing.
The most common (easy?) solution is to use integral double buffer but it needs 2 screens so 32K for a standard screen format and only 32K remain for the game itself.
Title: Re: R-Type
Post by: arnoldemu on 09:40, 13 April 12
Quote from: ivarf on 23:31, 12 April 12
So why do the sprites in new Bubble Bobble flicker and what has it to do with 64 kB memory? Something to do with waiting for the frame flyback or whatever it is called - bb19 I think?
flickering sprites has nothing to do with the amount of ram.
the sprites are more likely to flicker if the display is not double buffered.
I have written some test programs which I will publish this year with my investigation into flicker free sprites without double buffering.
Title: Re: R-Type
Post by: TFM on 16:42, 13 April 12
Quote from: arnoldemu on 09:40, 13 April 12
flickering sprites has nothing to do with the amount of ram.

Well, I assumed the RAM was used up, so there is only very few space for a "crappy" sprite routine.

Quote from: arnoldemu on 09:40, 13 April 12
the sprites are more likely to flicker if the display is not double buffered.

Well, using quick routines you don't need double buffering for that. Just start do undraw/redraw the sprites as soon as the scan-line is right below them. And you can use all six interrupts to kick the sprite routine. Ok, let's calculate.

Due to the precision of six interrupts per second we lose (in maximum) 1/6 of 20.000 ys (one frame roughly, ok it's 19xxx, but I calcualte in mind here ;-) ). So we have left: about 16600 ys.

There is (IIRC) no background. Also we need no "undraw" since sprite don't jump, they just slowly move. So we can use routines which (if still usable in general) can move a byte in about 6 ys. So we can move about 2700 bytes per frame (without any superquick sprite routines in use).

This would be about 54 pixel (in X) * 100 pixel (in y). So roughly 1/6 of the screen.

That's all calculated very rough. But it shows it is not a problem to do it flicker-free in each frame (no buffering).


EDIT: For my upcoming game Cyber-Huhn I'm using Sprite routines which need  between 3 ys and 4 ys per byte. But this may be already close to the upper limit of speeding up sprites.

Link here:
huhn2.avi (http://www.youtube.com/watch?v=2HsyfUDxLQ0#)
Title: Re: R-Type
Post by: arnoldemu on 17:45, 13 April 12
Quote from: TFM/FS on 16:42, 13 April 12

Well, I assumed the RAM was used up, so there is only very few space for a "crappy" sprite routine.
I was being a bit of an idiot and I over re-acted to the 64k vs 128k debate.
I thought they meant that 64k games have flicker, because they are 64k games and 128k games never have it.

Well you are correct there was probably not much space for sprite routine and not much cpu time also for it.

Your description of flicker free sprites is good, and it seems that jet set willy may use this.

So of course, to do this, you need to "sort" your sprites in y, whether you do this with a true sort routine, or if you know already the y position and can hard code it.
Then you have some way to wait until you are safe to draw.

Title: Re: R-Type
Post by: ivarf on 18:02, 13 April 12
Quote from: TFM/FS on 16:42, 13 April 12

Well, I assumed the RAM was used up, so there is only very few space for a "crappy" sprite routine.
 
Well, using quick routines you don't need double buffering for that. Just start do undraw/redraw the sprites as soon as the scan-line is right below them. And you can use all six interrupts to kick the sprite routine. Ok, let's calculate.

* explaination removed *

This made me think about coding for the Atari VCS :)
Title: Re: R-Type
Post by: TFM on 18:42, 13 April 12
Quote from: arnoldemu on 17:45, 13 April 12
So of course, to do this, you need to "sort" your sprites in y, whether you do this with a true sort routine, or if you know already the y position and can hard code it.
Then you have some way to wait until you are safe to draw.

Of course, you're right. And the more sprites you have the more "complex" it may get. (Especially when you have all that other stuff: colission dedection, different phases which which can affect shape and therewith x,y; and and and...) :-\


Quote from: ivarf on 18:02, 13 April 12

This made me think about coding for the Atari VCS :)

Bolt Man! :laugh:
Title: Re: R-Type
Post by: MacDeath on 19:26, 13 April 12
huhn2.avi (http://www.youtube.com/watch?v=2HsyfUDxLQ0#)

looks like a promising Wing Commander clone on CPC...

QuoteI was being a bit of an idiot and I over re-acted to the 64k vs 128k debate.
the problem is not that you can't do great games with only 64k...
It's that you can't do big games... big like... as on 16bits...


=Atari ST : 32K VRAM... 512K RAM
you can "store" 16 full screen of pure Graphics datas, sort of.

=Amstrad CPC : 16K VRAM....64K RAM...
you can only store 4 screen of pure Graphic datas... sort of.

64K were perfect for old school games like Jet Set Willy...
But look at rick dangerous : half the levels, half the sprites and slow downs...

but if you want many sprites frames, lots of tiles, or pre scaled "zooms", many cinematic effects... this won't cut it.
Or even simply a deep gameplay with lots of fancy stuff, or bigger levels.

and I only talked about pure graphics...
Having more RAM enable many "lazy" technics to have a faster and smoother thing... just because you are more prone to have one free 16K additionnal RAM bank to do some double buffering.


To be fair, 64K can be good provided you use disks... (they are quite fast and can search for more datas more often than tapes) yet some DMA for the diskdrive wouldn't hurt...

but if you were a avid Tape user, you should know about those games where you waited 15-25minutes to load the second level, then loose your last life and had to reload the first level to restart the game...

thats mostly why many Dinamic/spanish games had multipart games with code to play then independently... but also why they often had drastically reduced screen...

to be a full power, the 6128 configuration is where its at.

look at games like midnight resistance or Gryzor...
the guy is supposed to fire in 8 directions... he can duck and jump too... and has to wlak/be animated realistically...
Having shittons or RAM enable to have all those sprites in store, with no CPU intense mirror effect, nor the need to uncompress Datas while running the game.

but there is also the cartridge solution (ROM based game...) which then leave enough RAM to do what you want ads you don't have to store abny "sleeping datas" in it.
Title: Re: R-Type
Post by: TFM on 21:16, 13 April 12
In extreme: Cart based games can use the 64 KB RAM "just" for screen RAM and variable memory ;-)
Title: Re: R-Type
Post by: Gryzor on 08:02, 22 April 12
Well, after finally reading the review a couple of nights ago... I don't get it. Despite the crashing bug, I don't see how Jar's Revenge on the c64 ("beefed up graphics"? :D ) would get 88% vs R-Type's 82%, and then you have this:
[attachimg=1]


...which gets a 84%? Aw, come one. It may be a nice game, but it's so simple and primitive... I call shenanigans.
Title: Re: R-Type
Post by: fano on 12:02, 22 April 12
But... ...do theses games own keyboard redefinition ?  :-*
Title: Re: R-Type
Post by: TMR on 16:48, 22 April 12
Quote from: Gryzor on 08:02, 22 April 12
Aw, come one. It may be a nice game, but it's so simple and primitive... I call shenanigans.

i'm sorry you don't agree and feel a serious, show-stopping lock the machine up and blackscreen bug is trivial enough to ignore when scoring a game, but i'm afraid i don't. They don't, but had Prince of Persia on the C64, More Tea, Vicar? for the Spectrum or Space Harrier on the Atari 8-bit crashed as badly and frequently as i experienced R-Type doing i'd have marked them down as well so please don't imply it's anti-CPC bias on my part.
Title: Re: R-Type
Post by: Gryzor on 16:59, 22 April 12
Whoa; I'm not implying anything. What I said was that, personally, I was ok with the 82% -not happy- although it did sound a bit on the low side. But when I saw the other games, being such as they are, getting higher scores, then I felt it doesn't add up. I mean, heck, take the bug away, and compared to those other two titles what should R-Type get? 110%? I feel the scale is off.


I do know how hard it is to rate games. Heck, it's been discussed so many times in the past it's boring to even mention it. I also understand that you can't rate a game based on a few strict, technical factors solely. That said, it feels disapointing that a title that took a tremendous effort, proved lots of things and made us all proud (and, oh, is a tremendous game to boot) should get an oh-kay rating. It doesn't make much sense.


And again: I did not imply anything at all.
Title: Re: R-Type
Post by: TFM on 20:43, 22 April 12
Quote from: TMR on 16:48, 22 April 12
... so please don't imply it's anti-CPC bias on my part.

Hahaha, yes sure! And Earth is a flat disc!

Title: Re: R-Type
Post by: TotO on 21:23, 22 April 12
Please, stop...
He got a fixed version and can make a better test, now.
Title: Re: R-Type
Post by: beaker on 23:30, 22 April 12
Quote from: TMR on 16:48, 22 April 12
....i'd have marked them down as well...

First off I'll get the brown nosing out of the way... I've been reading RG for 2 or 3 years now and into my second subscription (before that I was just buying the odd copy), and RG is the main reason I took another look at the old machines and decided to buy an Amstrad again, as well as a load of other kit... and I enjoy reading your Homebrew section.

Going on from what Gryzor was talking about earlier, and not wanting to offend in any way, but part of the confusion (for me) is how you arrive at the scores; how do you (and possibly the Retro Gamer team) score the games? Is it a case of breaking the game down into sections such as graphics, sound and gameplay, weighting them and then calculating a score? This also applies to the retrorated section where I just see a score at the end of the article.

Given the Homebrew section is getting a few extra pages from issue 104 (according to the link below),  would it be possible to break down the scores to make them more transparent?

Retro Gamer Homebrew Changes (http://www.retrogamer.net/forum/viewtopic.php?f=2&t=33919)
Title: Re: R-Type
Post by: TMR on 23:44, 22 April 12
Quote from: Gryzor on 16:59, 22 April 12
Whoa; I'm not implying anything.

Shenanigans means "a mischievous or deceitful trick, practice, etc." and i read that as an implication - you probably caught me at a bad time, but that's no excuse and i shouldn't have snapped so i apologise.

Quote from: Gryzor on 16:59, 22 April 12What I said was that, personally, I was ok with the 82% -not happy- although it did sound a bit on the low side. But when I saw the other games, being such as they are, getting higher scores, then I felt it doesn't add up. I mean, heck, take the bug away, and compared to those other two titles what should R-Type get? 110%? I feel the scale is off.

My "system" (and it really is mine, i've never received guidelines from Retro Gamer) is somewhat "top heavy" and my editor assumes it's down to my enthusiasm for homebrew and he's probably right to some degree. But by my reckoning, an average game scores somewhere in the 60s, a good game in the 70s, a great game in the 80s and something exceptional (like R-Type) in the 90s. But as a programmer myself, i reserve some of those percentage points to technical issues (i think i've said about 20% in the past but it's honestly nowhere near that scientific) so if a game has glitches or minor hiccups it'll lose some points and a serious show-stopping crash will lose significantly more from that reserved range.

i'd much rather have a scale of 1 to 10 really because there's always an assumption with percentage scores that there's a mathematical process behind them (i know one review site that used to do that and it really skews things if something like the music's a bit crap on an otherwise excellent game) but i've asked for it on numerous occasions with no joy...

Title: Re: R-Type
Post by: TMR on 23:53, 22 April 12
Quote from: beaker on 23:30, 22 April 12
Going on from what Gryzor was talking about earlier, and not wanting to offend in any way, but part of the confusion (for me) is how you arrive at the scores; how do you (and possibly the Retro Gamer team) score the games?

Well, i was just going into a little detail as you posted so i'll leave that to my previous answer - as i said though, the rest of the RG team have their own way of doing things which they seem quite... umm, reluctant to explain to me. =-)
Title: Re: R-Type
Post by: beaker on 00:22, 23 April 12
Quote from: TMR on 23:53, 22 April 12
Well, i was just going into a little detail as you posted so i'll leave that to my previous answer - as i said though, the rest of the RG team have their own way of doing things which they seem quite... umm, reluctant to explain to me. =-)

lol, I was considering deleting my post as you'd answered Gryzor  :D
And there was me thinking the scores were all worked out scientifically  :laugh:

I hope you get on better with the new version.

Quote from: Gryzor on 08:02, 22 April 12
It may be a nice game, but it's so simple and primitive... I call shenanigans.
I'd assumed Gryzor had been overdosing on South Park this weekend...  ;D
Shenanigans (Season 2, Episode 13) - Video Clips - South Park Studios (http://www.southparkstudios.com/clips/103481/shenanigans)
Title: Re: R-Type
Post by: Gryzor on 08:17, 23 April 12
@TFM: man, calm down :D Even if you believe that, a little diplomacy is in order... no need to fight or insult...
   
@TMR: yes, I see how you could misunderstand my use of "shenanigans". I often write tongue-in-cheek, which was the case here, but of course you're not required to know this! (basically when I hear the word, South Park (http://www.southparkstudios.com/clips/150844/south-park-calls-shenanigans) comes to mind). [nb](ack! I was actually writing this before I saw your post, Beaker! Damn if you weren't right! Really, amazing coincidence... :D :D :D ) [/nb]
   
Well, I'm tempted to accept what you say about the rating process.  Let's see what percentage the fixed version gets... I do disagree with crippling the rating because of something that was clearly a (big) detail in an otherwise excellent technical effort, but of course we can't agree on everything. Maybe, then, the review should have made it clearer than the game was downgraded because of that to a large extend... I'd be ok with that.
   
But, still, I can't see how a very, very simple and primitive game, no matter how fluid it is, could score higher than this. As I said, what would it be without the crash, 110%?

Ah, let's leave it at that. I know which page I'll be turning to when I get the next issue :)
Title: Re: R-Type
Post by: ivarf on 08:36, 23 April 12
Quote from: Gryzor on 08:17, 23 April 12
   
I do disagree with crippling the rating because of something that was clearly a (big) detail in an otherwise excellent technical effort, but of course we can't agree on everything. Maybe, then, the review should have made it clearer than the game was downgraded because of that to a large extend... I'd be ok with that.
   
I think that he was pretty clear about that in the review
Title: Re: R-Type
Post by: Gryzor on 08:46, 23 April 12
Quote from: ivarf on 08:36, 23 April 12
I think that he was pretty clear about that in the review
Let me read it again when I get back home tonight... cheers.
Title: Re: R-Type
Post by: TMR on 08:59, 23 April 12
Quote from: Gryzor on 08:17, 23 April 12
@TMR: yes, I see how you could misunderstand my use of "shenanigans". I often write tongue-in-cheek, which was the case here, but of course you're not required to know this! (basically when I hear the word, South Park comes to mind).

i've not seen enough South Park to get the reference...

Quote from: Gryzor on 08:17, 23 April 12I do disagree with crippling the rating because of something that was clearly a (big) detail in an otherwise excellent technical effort, but of course we can't agree on everything. Maybe, then, the review should have made it clearer than the game was downgraded because of that to a large extend... I'd be ok with that.

Well, the last paragraph does say "there are also issues with crashing in the version we've been playing so the overall score R-Type receives has to reflect that; the developers have already been made aware of the issue and are promising an update and we'll revise the score accordingly when that appears" which i felt stated that the crash issue was what caused the score to be reduced rather than anything else and gave me a chance to "borrow" a news item when the fix appeared.

Quote from: Gryzor on 08:17, 23 April 12But, still, I can't see how a very, very simple and primitive game, no matter how fluid it is, could score higher than this. As I said, what would it be without the crash, 110%?

As i said, great games get scores in the 80s and exceptional games are in the 90s, Yar's Revenge is a seminal classic so a weill-implemented conversion (which it is, i've played some shocking attempts in the past) deserves to be classed as "great" because, well, it is. Simple and primitive doesn't equate to something being less playable, i'm sure at least some people would call something like Killer Cobra simple and primitive as a game but i've spent bloody hours playing that in the past...

Quote from: Gryzor on 08:17, 23 April 12Ah, let's leave it at that. I know which page I'll be turning to when I get the next issue

Just so you know, the update won't be in the next issue - the homebrew is written a few months in advance, 102's been arriving at the subscribers recently and 103 was submitted before the bugfix arrived - i'm in the process of starting to organise 104 at the moment.
Title: Re: R-Type
Post by: arnoldemu on 09:24, 23 April 12
Quote from: TMR on 08:59, 23 April 12
Well, the last paragraph does say "there are also issues with crashing in the version we've been playing so the overall score R-Type receives has to reflect that; the developers have already been made aware of the issue and are promising an update and we'll revise the score accordingly when that appears" which i felt stated that the crash issue was what caused the score to be reduced rather than anything else and gave me a chance to "borrow" a news item when the fix appeared.
I wondered how the updated score was to be reported.

BTW, I read Retro gamer and your reviews and I think they are fair.

Of course all of us in the Amstrad community I think will be more biased and of course with our love for Amstrad we are always wanting higher scores.. but I really think your review scores are fair.

I hope to get one of the games I have coded reviewed in Retro gamer in the future.


Title: Re: R-Type
Post by: Gryzor on 09:26, 23 April 12
Ah, but my "plain and primitive" comment was not about Yar, it was about the Speccy title.


This is more of an academic discussion now, but: both titles -R-Type and Yar's Revenge- were based on older classics. But making a perfect conversion of, say, Space Invaders - would that guarantee an enormously high score? So much effort and so much updating was done on the R-Type (or the Bubble Bobble! Let's not forget that one) title that it doesn't seem fair for another game, being much easier and simpler to do as it is, to get higher scores. NOT bashing Yar here, I hope you get what I mean.
Title: Re: R-Type
Post by: Gryzor on 09:29, 23 April 12
Quote from: arnoldemu on 09:24, 23 April 12

Of course all of us in the Amstrad community I think will be more biased and of course with our love for Amstrad we are always wanting higher scores.. but I really think your review scores are fair.



Well, every scene wants its releases to be the bestest evah, this is somehow normal, but then again in the Amstrad scene we've had our fair share of shunning which can really bring this out. Not to mention comparisons between the platforms stating things like "clearly the Casio MQ-1  (http://www.casio-calculator.com/Museum/Pages/MMM/MQ-1/Casio%20MQ-1.html)version is miles ahead of the CPC version" that leave us wondering "wtf, am I drugs or am I looking at the wrong title?". Hence the suspicion, which is not, of course, always justified.


Yes, I think the reviews in RG are fair in the main, that's why I took the exception to voice my objection about this one.
Title: Re: R-Type
Post by: TMR on 12:45, 23 April 12
Quote from: Gryzor on 09:29, 23 April 12
Well, every scene wants its releases to be the bestest evah, this is somehow normal, but then again in the Amstrad scene we've had our fair share of shunning which can really bring this out.

Possibly so, but i do think it's a little unfair to tar everybody outside the CPC community with the same brush. Shunning the Amstrad in my case wouldn't be dishing out 93% to Dead On Time, giving Sub Hunter a 90% or that 92% for Orion Prime. Sod it, can you imagine what i'd have given Edge Grinder if i'd been allowed to review it?! =-)

And Retro Gamer as a whole... well, a large proportion of the content is written by freelancers like myself but the editor and his second in command are both Amstrad CPC fans and in the four years i've been writing the homebrew section i've never once been pulled up over something i've written about the CPC.

i sat down and taught myself a little Z80 recently and am in the process of finishing a little logo/picture/scroll/music demo for the CPC to release, it's absolutely nothing special (and i plan to call it Snoozing as a sort-of-answer to Wake Up!) but i'm irrationally pleased with it for a first go. i mention it because i'm expecting a parade of thumb downs on Pouet from everybody here when it comes out and felt you should all get a bit of advance warning... =-)
Title: Re: R-Type
Post by: Gryzor on 13:06, 23 April 12
Nah, mate, I really have no issue with you, the other scores speak for themselves :) It was just a general comment.


Concerning the magazine itself, I do believe that things have gotten better really in the mag's second generation, but there's still plenty to be desired, above and beyond the occasional comment in the "we all know, after all, that the CPC is a fantastic machine" style. The problem stems, I think, from the fact that in the forum it's nearly impossible to discuss the Amstrad (or at least it was, before I gave up on it altogether ). Every single thread concerning the CPC would turn into a flame due to constant trolling, and in the end this gave the image that not many care about the CPC and perpetuated the image of the underdog... Feck, even the "big" CPC presentation many an issue ago was so thin I really did not enjoy reading it at all (oops, can't remember who wrote it).


Can't wait to see your intro/demo/whatever :) I don't think many people from here would ever give a thumbs-down, though of course some critique is always welcome. I don't think anyone means bad, though, so please please don't hesitate!
Title: Re: R-Type
Post by: arnoldemu on 13:16, 23 April 12
Quote from: TMR on 12:45, 23 April 12
i sat down and taught myself a little Z80 recently and am in the process of finishing a little logo/picture/scroll/music demo for the CPC to release, it's absolutely nothing special (and i plan to call it Snoozing as a sort-of-answer to Wake Up!) but i'm irrationally pleased with it for a first go. i mention it because i'm expecting a parade of thumb downs on Pouet from everybody here when it comes out and felt you should all get a bit of advance warning... =-)
cool.. looking forward to it, always good to see new stuff on the cpc :)
Title: Re: R-Type
Post by: ivarf on 13:52, 23 April 12
Quote from: TMR on 12:45, 23 April 12
Shunning the Amstrad in my case wouldn't be dishing out 93% to Dead On Time


Before you mentioned it, I was thinking about that game and how much smoother it is than R-type on the CPC.
TMR, as C64-user very much used to smooth scrolling, how much does the R-type scrolling reduce the overall score for it in Retro Gamer?
Title: Re: R-Type
Post by: TMR on 14:13, 23 April 12
Quote from: Gryzor on 13:06, 23 April 12
Can't wait to see your intro/demo/whatever :) I don't think many people from here would ever give a thumbs-down, though of course some critique is always welcome. I don't think anyone means bad, though, so please please don't hesitate!

S'okay, i'm not hesitating - i need to make a few more tweaks and write a scrolltext first but it'll be out fairly soon. =-)

Quote from: ivarf on 13:52, 23 April 12
TMR, as C64-user very much used to smooth scrolling, how much does the R-type scrolling reduce the overall score for it in Retro Gamer?

Quite simply, it didn't lose any score over the refresh speed. As long as technical things like that don't get in the way of the gameplay they're not issues and, whilst a slower refresh speed might slow down joystick response for an action game like this and i personally would prefer a flat out 50FPS, i didn't feel it was doing any harm in this particular case since R-Type has, for a shoot 'em up, a reasonably sedate pace to it's action.

That said, if a C64 coder tried to get away with it i'd bloody well rip 'em a new one! =-)
Title: Re: R-Type
Post by: arnoldemu on 21:59, 23 April 12
Quote from: TMR on 14:13, 23 April 12
As long as technical things like that don't get in the way of the gameplay they're not issues.....
TMR's rating reflected that in the build he received, the gameplay was not quite as good as it could have been because a couple of bugs got in the way. Yes he did recognise it was a great acheivement to see see the better graphics and sound and that it was more complete but Retro Gamer's focus is about the *games* and the *gameplay*.
Title: Re: R-Type
Post by: beaker on 22:36, 23 April 12
Quote from: ivarf on 18:35, 09 April 12
Are you all playing on R-type on emulators? No wonder the colours look off, CPC unsaturated  (http://www.cpcwiki.eu/Smileys/SoLoSMiLeYS1/tongue.gif)

Not anymore I'm not!!!!  ;D ;D ;D

Now all I need to do is steal the phono from the iPod and pump it through the surround sound system...
Title: Re: R-Type
Post by: Bryce on 22:38, 23 April 12
Nice setup, but you need to work on your cable management :D

Bryce.
Title: Re: R-Type
Post by: TotO on 22:41, 23 April 12
Quote from: beaker on 22:36, 23 April 12Not anymore I'm not!!!!
Nice to see people playing the game on a real hardware, with 2 fire buttons pad and stereo sound... Thank you so much!  8)
Title: Re: R-Type
Post by: beaker on 23:27, 23 April 12
Quote from: Bryce on 22:38, 23 April 12
Nice setup, but you need to work on your cable management :D

Bryce.

Yeah I know, when I get back from Oz I am going to take it all apart and see what I've got.  :laugh:

I've got connectors for my entire collection just laying around (6128 plus, 6128, GX4000, Snes PC, Snes, N64, Gamecube, Sega Master System, Megadrive, Blaze (no idea why I bought that), Saturn, Dreamcast, PC Engine, Playstation, XBox, XBox 360, Playstation, PSOne, Playstation 2 and Binatone) as well as the surround sound, router, laptop and external monitor. Alas it also doubles up as my place of work so I just abuse that space.

Quote from: TotO on 22:41, 23 April 12
Nice to see people playing the game on a real hardware, with 2 fire buttons pad and stereo sound... Thank you so much!  8)
I hate sounding like a real fanboy but I am blown away. I was enjoying the game on WinApe but it's like comparing chalk and cheese when running it on real hardware.
Colours are richer, there's no aliasing on the picture so it looks sharper, sound is deeper.
Thanks for creating the conversion I wished for when I was 10 years old :)
Title: Re: R-Type
Post by: TFM on 02:31, 24 April 12
Well, nothing can beat the hardware antializing feature of the wonderful original CTM colour monitor  ;)
Title: Re: R-Type
Post by: fano on 07:09, 24 April 12
Quote from: beaker on 22:36, 23 April 12
Not anymore I'm not!!!!  ;D ;D ;D
OMG ! nice setup ! finally i know now why i didn't use R3 scrolling  :P
Title: Re: R-Type
Post by: TotO on 08:26, 24 April 12
Quote from: beaker on 23:27, 23 April 12I was enjoying the game on WinApe but it's like comparing chalk and cheese when running it on real hardware.
Now, explain that to peoples who only do a fast test on WinAPE to form an opinion of the whole game...
Title: Re: R-Type
Post by: arnoldemu on 09:40, 24 April 12
Quote from: TFM/FS on 02:31, 24 April 12
Well, nothing can beat the hardware antializing feature of the wonderful original CTM colour monitor  ;)
true, although beaker is running it on a modern monitor so he probably won't see the antialiasing?
Title: Re: R-Type
Post by: Joseman on 10:29, 24 April 12
Quote from: TotO on 22:41, 23 April 12
Nice to see people playing the game on a real hardware, with 2 fire buttons pad and stereo sound... Thank you so much!  8)

Me too, i'm playing on a crt 29" TV, a playstation pad adapted, and speakers creative 2.1!!

trust me if i say that i enjoy every bit of this game, i've played it at least 40 or 50 times since it release, it's hard to beat, but little by little i'm progressing :)
Title: Re: R-Type
Post by: TotO on 11:07, 24 April 12
Quote from: Joseman on 10:29, 24 April 12Me too, i'm playing on a crt 29" TV, a playstation pad adapted, and speakers creative 2.1!!
trust me if i say that i enjoy every bit of this game, i've played it at least 40 or 50 times since it release, it's hard to beat, but little by little i'm progressing :)
I'm sure. Your feedbacks are welcome... (PM or mail to toto@easter-egg.fr)
Good luck! :)


Title: Re: R-Type
Post by: ivarf on 07:50, 25 April 12
Quote from: beaker on 23:27, 23 April 12
 
I hate sounding like a real fanboy but I am blown away. I was enjoying the game on WinApe but it's like comparing chalk and cheese when running it on real hardware.
Colours are richer, there's no aliasing on the picture so it looks sharper, sound is deeper.
Thanks for creating the conversion I wished for when I was 10 years old :)


Nice to hear about this! About, the colour, just what I was expecting and nice to get it confirmed
Title: Re: R-Type
Post by: TFM on 17:27, 25 April 12
Quote from: arnoldemu on 09:40, 24 April 12
true, although beaker is running it on a modern monitor so he probably won't see the antialiasing?
Probably not :-( Well, that's what people have to scrifice on their hunt for crystal clear pictures.

Years ago people made things like an aquarium out of a real CTM, but nowadays that nice monitor is already a bit hard to find. And the original monitors should stay our reference.

On the CPC I like the green / monchrome (Plus) monitors for programming; and for a test run of the software I just switch to the color monitor... So my eyes are fine and I can see the result in color. Another advantage is, that I also know how it looks like on green/mono. screens. And there is no reason to treat them mean  ;)
Title: Re: R-Type
Post by: beaker on 17:47, 25 April 12
Quote from: TFM/FS on 17:27, 25 April 12
And there is no reason to treat them mean  ;)

I melted my CPC 464's colour monitor....  :laugh:
I accidently left it next to a heat source for too long and the side melted so in the end I figured it was too dangerous and it's now in a landfill in the UK  :'(
Title: Re: R-Type
Post by: beaker on 19:08, 25 April 12
Quote from: arnoldemu on 09:40, 24 April 12
true, although beaker is running it on a modern monitor so he probably won't see the antialiasing?

:o  I hope not... the colours in the photo are a bit (very) washed out thanks to the camera but hopefully they give you the idea of what it looks like in the game picture option on the 43 inch screen...
Title: Re: R-Type
Post by: ivarf on 21:25, 25 April 12
Quote from: beaker on 19:08, 25 April 12
:o  I hope not... the colours in the photo are a bit (very) washed out thanks to the camera but hopefully they give you the idea of what it looks like in the game picture option on the 43 inch screen...
You are running Windows on the CPC!!! And it looks like a shiny new Windows too! Good for ya! :)
Title: Re: R-Type
Post by: TFM on 22:03, 25 April 12
Quote from: beaker on 17:47, 25 April 12
I accidently left it next to a heat source for too long and the side melted so in the end I figured it was too dangerous and it's now in a landfill in the UK  :'(
OMG! That toxic stuff of the monitor really shouldn't go to soil!!!
Title: Re: R-Type
Post by: TMR on 00:53, 26 April 12
Quote from: fano on 07:09, 24 April 12
OMG ! nice setup ! finally i know now why i didn't use R3 scrolling  :P

Sorry, this set me thinking on a bit of a sideline and is probably a pointless thought[1]... what is it that makes R3 scrolling not work with recent televisions and, if it's missing hardware that the CTM has, is there perhaps a way to put something between the CPC and telly to "translate" and fix the problem?

[1] i'm not a hardware bunny, please be gentle if it's garbage!
Title: Re: R-Type
Post by: ukmarkh on 00:59, 26 April 12
Quote from: TMR on 00:53, 26 April 12
Sorry, this set me thinking on a bit of a sideline and is probably a pointless thought[1]... what is it that makes R3 scrolling not work with recent televisions and, if it's missing hardware that the CTM has, is there perhaps a way to put something between the CPC and telly to "translate" and fix the problem?

[1] i'm not a hardware bunny, please be gentle if it's garbage!


Would an Amstrad Modulator help with the R3 issues... 
Title: Re: R-Type
Post by: TotO on 07:04, 26 April 12
Quote from: TMR on 00:53, 26 April 12
Sorry, this set me thinking on a bit of a sideline and is probably a pointless thought[1]... what is it that makes R3 scrolling not work with recent televisions and, if it's missing hardware that the CTM has, is there perhaps a way to put something between the CPC and telly to "translate" and fix the problem?

[1] i'm not a hardware bunny, please be gentle if it's garbage!
Problem is "new" TV (CRT then LCD, ...) don't support all the same timing/frequency as the original CTM (more permissive). It's a close issue as new TV are no more 100% compatible with old videogame systems, Sega SMS and Genesis for exemple.
To fix that, you need a converter (RGB to HDMI) that doing the job perfectly; Sadly, after some test on different existing products, than didn't work on CPC.

By the way, I don't share the idea to not make hard scroll on CPC because new TV don't support it... A full CPC is OK, emulators are OK too. (and probably FPGA clone with standard video output)
We have to manage for the original system, not for new screens. Just nice if that work.

About R-Type, today more players can enjoy it like that and the software scrolling allow things that was not possible in hardware like parallax and animated background.
So, because it already look better than most CPC scroll like that, I think we made a good choice for this game.
Title: Re: R-Type
Post by: beaker on 14:17, 26 April 12
Does Edge Grinder use the R3 scrolling? I see some people had problems with the scrolling being jerky but I don't seem to have this issue?
Title: Re: R-Type
Post by: TotO on 14:47, 26 April 12
Yes, Edge Grinder use R3 scrolling... Ghosts'N Goblins too (but, only half char).
If I'm not wrong, they don't work properly on CRTC2 and the jerking problem can only be fixed using a compatible display.
Title: Re: R-Type
Post by: TFM on 19:06, 26 April 12
Quote from: TotO on 07:04, 26 April 12
About R-Type, today more players can enjoy it like that and the software scrolling allow things that was not possible in hardware like parallax and animated background.

- Parallax is not a problem when using R3 scrolls. IMHO it's a prerequisite! (if you want to do it perfect).

- Animated backgrounds are no problem using R3 scrolls, even in overscan.
Title: Re: R-Type
Post by: TotO on 19:20, 26 April 12
Sure. Don't wait to do that in a full game.
On our R-Type engine, it's was CPU free.
Title: Re: R-Type
Post by: TFM on 19:25, 26 April 12
Im my full game(s) it's CPU time free too.
Title: Re: R-Type
Post by: TotO on 19:27, 26 April 12
Nice.
Title: Re: R-Type
Post by: TFM on 01:20, 27 April 12
All ways are finally doable. Like all roads lead to Rome ;-)
And especially in complex games IMHO there is not only one perfect solution.
However after an excurse to philosophy we can IYL come back to R-Type128 a real matesterpiece :-)
Title: Re: R-Type
Post by: MacDeath on 11:54, 27 April 12
QuoteLike all roads lead to Rome ;-)
Yeah, but they passe through Drôme in order to get you there from northern Europa. ;D
Title: Re: R-Type
Post by: TFM on 16:37, 27 April 12
Quote from: MacDeath on 11:54, 27 April 12
Yeah, but they passe through Drôme in order to get you there from northern Europa. ;D

See, therefore I never made it till Rome  ;)
Title: Re: R-Type
Post by: TotO on 19:50, 26 May 12
ReSeT #8 Contest (http://www.rtype.fr/Contest.html)
Win an exclusive box version of the game.  8)
Title: Re: R-Type
Post by: arnoldemu on 21:55, 27 May 12
Quote from: TMR on 00:53, 26 April 12
Sorry, this set me thinking on a bit of a sideline and is probably a pointless thought[1]... what is it that makes R3 scrolling not work with recent televisions and, if it's missing hardware that the CTM has, is there perhaps a way to put something between the CPC and telly to "translate" and fix the problem?

[1] i'm not a hardware bunny, please be gentle if it's garbage!
R3 defines the vertical sync and horizontal sync lengths, the horizontal and vertical timings which tell the display when to move to the next line, or start the next frame. The same register is there on the VDC(?) in the C128.

What makes it special in the CPC is the way this is processed.

The horizontal sync output goes from the crtc, through the gate-array (which delays it and cuts it at 6 microseconds long) and out to the display. So anything above 6 results in no movement. Anything below 6 involves regular movements relative to the last value shifting the screen in one direction horizontally.

The R3 trick switches between 6 and 5. It's changing the horizontal timing every other frame. Vertical sync remains fixed.

On a CPC/Plus monitor it causes the display to shift horizontally, the difference between the two values equates to half a CRTC char (which is 1 byte which is 2 pixels in mode 0, 4 pixels in mode 1 and 8 pixels in mode 2). It's like switching the C64's horizontal hardware scroll between 0 and half (8?). The reason it's half may be down to the delay from the gate-array doing it that way.. .

The result depends on the display with some values not being smooth for some and smooth for others.

The CPC's monitors take the sync directly and it is processed by an IC within it. A "normal" colour television sync IC.

The TV modulator (MP-2) for the CPC translates the hsync/vsync signal, so on tvs you often see the display going black and white, probably the PAL colour signal being lost. I don't know if the display moves or not.

On a modern TV they expect (and I am guessing), a regular hsync/vsync signal. Anything outside of the norm is possibly ignored, so the effect just doesn't work.

What it does give us is the ability for smoother scroll without sacrificing extra ram to store shifted versions of the screen.
Title: Re: R-Type
Post by: TotO on 22:06, 27 May 12
ReSeT #8 Contest (http://cpc.rtype.fr/Contest)
Win an exclusive box version of the game.  8)



Quote from: arnoldemu on 21:55, 27 May 12On a modern TV they expect (and I am guessing), a regular hsync/vsync signal. Anything outside of the norm is possibly ignored, so the effect just doesn't work.
What it does give us is the ability for smoother scroll without sacrificing extra ram to store shifted versions of the screen.
And the CPC come with it's monitor. It's not like some other computers... Here, you can expect to get the result working on all factory models. :)
But, is this nice feature work on all CRTC? (seem that Edge Grinder get problems on Type 2 or I'm wrong?)
Title: Re: R-Type
Post by: Axelay on 03:58, 28 May 12
Quote from: TotO on 22:06, 27 May 12

But, is this nice feature work on all CRTC? (seem that Edge Grinder get problems on Type 2 or I'm wrong?)


I had not heard this before, is it mentioned somewhere?  I haven't a Type 2 to test things on myself.
Title: Re: R-Type
Post by: arnoldemu on 09:00, 28 May 12
Quote from: TotO on 22:06, 27 May 12
ReSeT #8 Contest (http://cpc.rtype.fr/Contest)
Win an exclusive box version of the game.  8)


And the CPC come with it's monitor. It's not like some other computers... Here, you can expect to get the result working on all factory models. :)
But, is this nice feature work on all CRTC? (seem that Edge Grinder get problems on Type 2 or I'm wrong?)
I have a crtc type 2 so I can test this.
Title: Re: R-Type
Post by: TotO on 09:02, 28 May 12
OK, thank you! :)
Title: Re: R-Type
Post by: Gryzor on 09:03, 28 May 12
Ohhh a boxed edition... me likey.
Title: Re: R-Type
Post by: morcar on 07:43, 31 May 12
I have to say even with the ZX Spectrum version i was aching for a 128K version that loaded all the levels and even if it couldnt at least loaded most of them in because loading the levels up was a pain in the backside. I am still hoping someone will take the job up for the ZX Spectrum and have a go.


As for the Amstrad version I am glad its been remade and done the right way although the original was is still a great game none the less.
Title: Re: R-Type
Post by: Gryzor on 13:18, 31 May 12
Quote from: morcar on 07:43, 31 May 12
As for the Amstrad version I am glad its been remade and done the right way although the original was is still a great game none the less.


Thank you. Thank you very much. I've always said that! :D
Title: Re: R-Type
Post by: arnoldemu on 18:07, 03 June 12
Quote from: arnoldemu on 09:00, 28 May 12
I have a crtc type 2 so I can test this.
This example works fine on a type 2 and type 0 (tested and confirmed):

http://www.cpctech.org.uk/mess2.asm (http://www.cpctech.org.uk/mess2.asm)

this is from some early code modified to do horizontal scrolling. It is a different example to the other scrolling code.

This uses 3 split sections (from memory). 2 have R5 values to do vertical, last is R5=0 always.

My old example did not work correct on type 0 or type 2.  (This uses 2 split sections).

On type 1 I remember the other example worked fine in all directions. For type 0, 2 however: if the screen had not been scrolled it was smooth, if I then scrolled the screen by 1 pixel or more, then I had to reverse the values to make it smooth again.

I don't know *exactly* why, I will check the code, perhaps there is a mistake in the other.. the vertical scroll was always smooth, but as soon as I added horizontal it didn't always work on type 0 or 2, I had to reverse the r3 values when I had scrolled 1 pixel or more vertically (every 8th line was ok).
Possibly the vertical sync position was not correct, but the monitor was tolerant enough that the screen was always perfectly static.

So this confirms R3 scroll works fine on type 2.

What I do think makes a difference is the monitor response. All these tests are on the same monitor, it is possible another one prefers the values switched to be smooth. (e.g 5->6->5->6 but another may like 6->5, 6->5,6->5). More tests are needed!

Title: Re: R-Type
Post by: TotO on 08:27, 04 June 12
Thank you very much for your tests. :)
So, using the R3 register, it's not the CRTC the problem but the attached display.
Title: Re: R-Type
Post by: beaker on 14:16, 25 June 12
Just got issue 104 of Retro Gamer through the post and I see TMR has revised the R-Type score to 94% saying "...the bug fix to Easter Egg's R-Type has been released and the crashing issues we had when reviewing it all appear to have been blasted with the Force!..." (refering to the R-Type picture with the caption Use the Force). Am I allowed to scan that little section of the magazine for everyone to see or will I get in trouble?

Also, did anyone see the full page "Making of BB4CPC" in the Homebrew section last issue (103)? I am feeling a lot of love for the CPC from TMR at the moment, thanks  :D

Anyway where was I? Oh yes, only 94% when Downfall on the Amiga (which looks like a poor Bombjack clone from the screenshots and started off on the 2600) gets 86%!!!!  ;D ;D ;D ;D
Title: Re: R-Type
Post by: Gryzor on 14:22, 25 June 12
Yup, that's good. 94% is definitely high, and well, no matter if you think it deserved more, it'll be nitpicking for arguing :)


I think scanning small sections off magazines is ok?
Title: Re: R-Type
Post by: beaker on 22:15, 25 June 12
Here's a scan of the update. Let me know if there are better settings for scanning - I did it at 1200dpi on my old Epson Perfection scanner then reduced it down a bit. If there's a problem with copyright or something I'll remove it.
Title: Re: R-Type
Post by: Carnivius on 22:21, 25 June 12
What score did it get before the bug fix?
Title: Re: R-Type
Post by: beaker on 22:35, 25 June 12
82% if memory serves me right which looking at TMR's other scores wasn't a bad score to begin with. I also see the original Speccy port makes it into the From the Archives feature and is described as a poor alternative to the excellent Spectrum conversion.
Title: Re: R-Type
Post by: Puresox on 01:18, 26 June 12
Quote from: beaker on 22:35, 25 June 12
82% if memory serves me right which looking at TMR's other scores wasn't a bad score to begin with. I also see the original Speccy port makes it into the From the Archives feature and is described as a poor alternative to the excellent Spectrum conversion.


Wow that is quite a statement! Is this comment in the newest edition with the revise score for the CPC version?
Title: Re: R-Type
Post by: ivarf on 06:53, 26 June 12
Quote from: beaker on 22:35, 25 June 12
82% if memory serves me right which looking at TMR's other scores wasn't a bad score to begin with. I also see the original Speccy port makes it into the From the Archives feature and is described as a poor alternative to the excellent Spectrum conversion.
I think most non CPC-users will remember the 82% score. The update is very small and probably will be not be noticed by many readers
Title: Re: R-Type
Post by: fano on 09:37, 26 June 12
94% ! we need to make 6% better our next project, we'll do !  :laugh:

Btw, congratulation to Beb who won the R-Type contest at Reset #8 ! (see you soon for a next context at RGC 2012 !)
Title: Re: R-Type
Post by: Gryzor on 11:29, 26 June 12
Quote from: ivarf on 06:53, 26 June 12
I think most non CPC-users will remember the 82% score. The update is very small and probably will be not be noticed by many readers


Yes, that's correct; very unfortunate. I still think that the original score was very low, even with the bug, if you consider the marks that other, very simplistic, titles got in the same issue.
Title: Re: R-Type
Post by: Carnivius on 11:45, 26 June 12
Quote from: Gryzor on 11:29, 26 June 12
Yes, that's correct; very unfortunate. I still think that the original score was very low, even with the bug, if you consider the marks that other, very simplistic, titles got in the same issue.

This be very true.
Title: Re: R-Type
Post by: TotO on 10:00, 06 July 12
Happy 25th Anniversary R-Type!!!

Here our final version. :)

What's new:
- An hardest mode named MASTER, when you finish the ARCADE game.
- Two boss difficulty was adjusted. (Gomanda & Bydo)
- Some GFX fix on stage 2 and 5.
- A new "wink" easter egg*

To get it, go to : http://cpc.rtype.fr (http://cpc.rtype.fr)

Have fun!

  EE Team.

* don't search metr, you already found it...
Title: Re: R-Type
Post by: Gryzor on 10:18, 06 July 12
Ohhh there goes the afternoon. Thanks man! Can I upload the game to our Downloads section, or you want it distributed from your site?
Title: Re: R-Type
Post by: TotO on 10:19, 06 July 12
Because it is the final 3"1/2 version, you can add it to your download section. ;)

The website link was to be sure that no "buged version" goes around the web.
A good choice, because it's the 3rd release since.
Title: Re: R-Type
Post by: Carnivius on 10:20, 06 July 12
Downloaded and gonna put on my PSP later to take with my to rehearsals so I can play quality CPC R-Type in between my scenes.  Although I might get too into the game and miss my cues.   :)
Title: Re: R-Type
Post by: Gryzor on 10:56, 06 July 12
Done, thanks!
Title: Re: R-Type
Post by: viddi on 11:16, 06 July 12
I´m sorry to say, that the final version still doesn´t work on my CPC 6128 Plus.
The Easter Egg logo displays fine now, but the game ALWAYS crashes when the gameplay starts. :(

Any hope for a fixed Plus version?

Title: Re: R-Type
Post by: TotO on 11:22, 06 July 12
Nothing was changed since, and it was tested on cpc+ too last week again. Strange...
Title: Re: R-Type
Post by: viddi on 11:41, 06 July 12
Quote from: TotO on 11:22, 06 July 12
Nothing was changed since, and it was tested on cpc+ too last week again. Strange...

Maybe it´s a disc transfer problem?

Do I have to change some CPCdiskXP settings?
Title: Re: R-Type
Post by: TotO on 11:54, 06 July 12
You don't get the problem before ???
Title: Re: R-Type
Post by: fano on 11:57, 06 July 12
Quote from: viddi on 11:16, 06 July 12
I´m sorry to say, that the final version still doesn´t work on my CPC 6128 Plus.
The Easter Egg logo displays fine now, but the game ALWAYS crashes when the gameplay starts. :(

Any hope for a fixed Plus version?
Has been tested on 6128 Plus, i'd say it looks more like a disk problem  :(
Title: Re: R-Type
Post by: viddi on 12:02, 06 July 12
Quote from: TotO on 11:54, 06 July 12
You don't get the problem before ???

Well, yes!
But now it´s even worse.

The first uploaded version worked occasionally, but the final version always stops working after a few seconds (there are no enemies on the screen as well...).

I tried the "gap values instead of calculate it" on CPCdiskXP...no difference at all. :(



Edit: I get the same results on my HxC floppy emulator...

Title: Re: R-Type
Post by: TFM on 16:18, 06 July 12
If a Disc doesn't work with the Plus, then try it at a normal CPC6128, then you know if it is the Plus or the Disc.
Title: Re: R-Type
Post by: beaker on 20:00, 06 July 12
No, it's not working quite right on my 6128+ as well

On the 6128+ my beam bar isn't filling correctly as you can see in the photo:
[attach=2]

The same hfe file on my original 6128 appears to work perfectly:
[attach=3]

I downloaded the file from your website (R-Type CPC 128K (http://www.rtype.fr/Game_Features.html)) using the link >> 3"½ floppy disk (06/12) <<.
I then loaded the dsk image into HxCFloppyEmulator 1.6.11.15 (http://1.6.11.15) software amd exported to the hard drive, then copied and pasted the file onto the SD card.

On both machines I just had the HxC attached, nothing else.

If you have any suggestions or want any more information/hfe file etc please let me know and I can email it to you.

Kind regards

Beaker
Title: Re: R-Type
Post by: fano on 20:59, 06 July 12
Sadly , It's very difficult to say what should cause this problem.I do not rely on the system so the problem would come somewhere in hardware (not the drive as problem occurs with HxC too), that does not occur on some + too (as Eliot one tested at reset party).
I do not see real difference between CPC and locked +, maybe there is one that causes this problem.I must admit this one of weirdest thing ever seen (and when you program you see a lot of weird things)
That would be interesting to see if the problem occurs on a cost down (CRTC type 4) CPC...
Title: Re: R-Type
Post by: TFM on 21:13, 06 July 12
Ok, this sounds a bit offtopic... but it's not...   Some people had problems using the FutureOS for the 6128 Plus on the Plus, for unknown reasons (freeze at startup). The exact same ROM files work on my Plus flawless.

So, my conclusioin is: There are differences in the 6128 Plus itself. It may be due to different ASIC types, we know about some revisions already. Would be interresting to find out more. (My Plus is UK! Are the French Plus working different?).
Title: Re: R-Type
Post by: viddi on 21:28, 06 July 12
Thanks for your posts and advices, guys!

I have a french cart. I guess this is the only difference, as the mobo should be the same in any Plus machine.
Or did they produce different revisions?

Title: Re: R-Type
Post by: TFM on 22:10, 06 July 12
Quote from: viddi on 21:28, 06 July 12
Or did they produce different revisions?
Quote from: TFM/FS on 21:13, 06 July 12
It may be due to different ASIC types, we know about some revisions already.
Title: Re: R-Type
Post by: beaker on 22:17, 06 July 12
Quote from: TFM/FS on 21:13, 06 July 12
Ok, this sounds a bit offtopic... but it's not...   Some people had problems using the FutureOS for the 6128 Plus on the Plus, for unknown reasons (freeze at startup). The exact same ROM files work on my Plus flawless.

So, my conclusioin is: There are differences in the 6128 Plus itself. It may be due to different ASIC types, we know about some revisions already. Would be interresting to find out more. (My Plus is UK! Are the French Plus working different?).

I was one of those people  :D My Plus is using a Parados + Basic cartridge. If it's just executing machine code I guess that shouldn't be an issue though, hey?
Strangely my copy of R-Type from April shows no signs of the same issue on the Plus so it would appear on the surface that the issue has crept in since then?
Title: Re: R-Type
Post by: TFM on 23:13, 08 July 12
Well, send em both DSK images then they can debug ;-) Good luck for all of you  :) :) :)
Title: Re: R-Type
Post by: dragon on 11:51, 17 August 12
QuoteThat would be interesting to see if the problem occurs on a cost down (CRTC type 4) CPC...

Oh,if you need test something in the cost down 6128 ask me.I happy to test it
QuoteSo, my conclusioin is: There are differences in the 6128 Plus itself. It may be due to different ASIC types, we know about some revisions already. Would be interresting to find out more. (My Plus is UK! Are the French Plus working different?).
.

You refer to the diferent colours in border on post withot cartridge?.

No,Only one version of asic is made(clif lawson said it comp.8bits).So you can discard this.But,the interesting i thing,is that in the short life of manufacture of the plus.Amstrad made five  motherboard revisions with very little changes.I don't know the exact changes,but Maybe the asic is affected im someway with the configuration around them and amstrad search fix it.

So an alternative aproach can be.¿What revision motherboards have the plus whith problems?
[/size]
Title: Re: R-Type
Post by: Bryce on 12:21, 17 August 12
The differences in the Plus PCBs very only very minor changes to improve production and reduce the cost slightly. Also some slight changes were made to correct mistakes made on the first version. There were no PCB changes that had any affect on the ASIC.

Bryce.
Title: Re: R-Type
Post by: TotO on 13:41, 20 September 12
Hello,

Because I can't update the website actualy, please found here:
- 3" Both sides
- 3"1/2 Dual side
- Manual
- Cover

Enjoy! :)

  TotO.
Title: Re: R-Type
Post by: TotO on 23:53, 03 October 12
A french TV news video archive (http://totoonthemoon.free.fr/temp/R-Type_NoLifeTV.mov) ... ;D
Title: Re: R-Type
Post by: rexbeng on 02:03, 04 October 12
I like the way she pronounces "r-type". Sexy 8)


rb
Title: Re: R-Type
Post by: MacDeath on 21:41, 04 October 12
QuoteI like the way she pronounces "r-type". Sexy
"herr" instead of "are"...?
Title: Re: R-Type
Post by: TotO on 08:19, 05 October 12
"Air-Type"... Fly away!!!  :D
Title: Re: R-Type
Post by: TotO on 10:02, 18 November 12
In case of you miss it, I take the time to update the downloads.  ;D

Game features page:
- 3" both sides DSK
- 3"1/2 dual side DSK
- HxC dual side HFE

Free Stuff page:
- Box cover PDF
- Pilot manual PDF

Always on : http://cpc.rtype.fr/
Title: Re: R-Type
Post by: Shaun M. Neary on 19:01, 18 November 12
Haven't had a chance to play the remake, but I actually enjoyed the original when i first started playing it in late 88.
Could never get off level 4 though, even with the added benefit of slight slowness compared to the arcade version.


I guess back then, i was happy to see a CPC version, due to being a fan of it in the arcade.
Title: Re: R-Type
Post by: Gryzor on 20:02, 22 November 12
Quote from: Shaun M. Nearybut I actually enjoyed the original  
THANK YOU! As I've said time and again, I don't understand all the bashing. Yes, a speccy port and all that, but it was still an enjoyable game...

Oh, also, do play the remake - it's a fantastic piece of work. I'd pay money for it!

(oh wait, I did. But very little compared to its value).
Title: Re: R-Type
Post by: Shaun M. Neary on 21:54, 22 November 12
Quote from: Gryzor on 20:02, 22 November 12
THANK YOU! As I've said time and again, I don't understand all the bashing. Yes, a speccy port and all that, but it was still an enjoyable game...

Oh, also, do play the remake - it's a fantastic piece of work. I'd pay money for it!

(oh wait, I did. But very little compared to its value).


Speccy ports didn't always distract me as long as the game was playable. It was the lack of speed in R-Type that irritated me. Wonder Boy in Monsterland suffered the same fate too.
There have been plenty of fun games that were Speccy ports, WEC Le Mans, The Untouchables, hell, i even enjoyed Super Hang-On, for as long as i turned the volume down.
Title: Re: R-Type
Post by: MacDeath on 23:41, 22 November 12
QuoteThere have been plenty of fun games that were Speccy ports, WEC Le Mans, The Untouchables
There are different levels of speccy ports.
Those two where well done as the whole graphics are in real CPC format... no 1bpp graphics converted into 2bpp as they get used, and a nice use of the mode1.


But yeah, some games managed to be nice despite being straighly ported.
I quite liked PacMania despite all the issues it has.


And the R-Type wasn't bad, just frustrating as it could have been a bit better looking, or even slightly faster in many ways provided more time for the lone coder and perhaps some help from an additional graphic artist (and musician).
Title: Re: R-Type
Post by: Shaun M. Neary on 00:29, 23 November 12
Quote from: MacDeath on 23:41, 22 November 12

I quite liked PacMania despite all the issues it has.



Again, it's slowness ruined it for me. A little more speed and i'd have been happy with that :)
Title: Re: R-Type
Post by: TotO on 10:11, 23 November 12
In 80s, the only way to play games in a best condition was to put coins on real arcade machines.
All computers and consoles ports are wrost when you look the real arcade version.

So, it's easy to said today "beter in arcade"... As easy today to get the real games PCB (I got tons of them), but it's not the retro-computing pleasure. Not the same tast. That all. ;)

Uppon a time, where arcade systems was better than home systems... In this time, you have dreams and you imagine your home games like them. No more today.
Title: Re: R-Type
Post by: arnoldemu on 10:52, 23 November 12
Quote from: Gryzor on 20:02, 22 November 12
THANK YOU! As I've said time and again, I don't understand all the bashing. Yes, a speccy port and all that, but it was still an enjoyable game...

Oh, also, do play the remake - it's a fantastic piece of work. I'd pay money for it!

(oh wait, I did. But very little compared to its value).
I enjoyed it too.

In the original r-type the playability is good, the speed is ok.

yes the graphics let it down.

the new r-type solves all that.

some speccy ports are nice and playable, and, for me, a lot is just "I wish it had much better graphics".
Title: Re: R-Type
Post by: MacDeath on 14:23, 23 November 12
Quotesome speccy ports are nice and playable, and, for me, a lot is just "I wish it had much better graphics".
A lot of them could fairly run smoother provided they hadn't to deal with raster effect.

PacMania :
=sprites are masked, they could have been converted into 2bpp graphics with a routine to use one of the 4 sprites' ink as a mask = same amount of RAM for datas and 3 colours available for sprites (as used for Strider)
=The game uses actually a lot of rasters in order to get the Score zone (HUD) into many colours... while no raster at all could get the whole game faster despite "less colourfull". but hey, the games window is monocolour anyway, what's the point in having more colours for the HUD (and still some attributes artefacts)

Black Tiger
ok the game is not very good even on speccy... but still.
=masked 1bpp sprites (mask = 1bpp, sprites datas = 1bpp = 2bpp) could have been 3 coloured sprites, having different colour from the background.
=get rid of the rasters in order to gain a few CPU cycles
there you are, the games actually plays almost as fast as on speccy and sprites are "above" the background because differently coloured = better game.


=The original R-Type port could have been faster from the begining because the raster are only used for the score zone, which is like 2 character lines at bottom of the screen.
=The starfield could have run slowlier so the paralax effect would be better and the whole starfield would consume less CPU time too.

Still R-type was enjoyable and it was a nice performance to be able to port this alone in 3 weeks, many of this time being "wasted" in copy-protection implementation, I guess.
Also to be alone when doing a game is more difficult... sharing ideas and skills is always good and having different point of view can be helpfull to make the better choices.
I mean at the time, many Musicians and Graphic artists on those 8 bit machines were also somewhat coders themselves.. and could be helpfull.
Title: Re: R-Type
Post by: 00WReX on 14:57, 23 November 12
Just dusted off the old PSP and put R-Type on it running under the Caprice emulator.

Run's perfectly including all the intro.

[attach=2][attach=3][attach=4]

Cheers,
Shane
Title: Re: R-Type
Post by: Gryzor on 16:36, 23 November 12
A photo of a modern console, sitting on an old computer, running an emulator playing a remake of a port from Spectrum. Huzzah!
Title: Re: R-Type
Post by: TotO on 21:05, 24 December 12
Merry Christmas from Easter Egg!

You will find a big present on the R-Type web site...
http://cpc.rtype.fr/ (http://cpc.rtype.fr)

Cheers,

  EE Team.
Title: Re: R-Type
Post by: tastefulmrship on 21:53, 24 December 12
Quote from: TotO on 21:05, 24 December 12
You will found a big present on the R-Type web site...
http://cpc.rtype.fr

This is amazing, thank you all for sharing this with us! First an amazing game and now this! You guys are too generous!
How about releasing it on POUET? Share your project with the world-scene!
Title: Re: R-Type
Post by: Gryzor on 00:08, 25 December 12
I'm not getting it; what new is there??
Title: Re: R-Type
Post by: db6128 on 00:28, 25 December 12
I wondered, too, but then I realised that the "Happy Christmas, CPC!" is clickable.

Click to spoil Christmas:
Spoiler: ShowHide
It's a ZIP containing the game, source, assets, soundtrack, artwork, manuals, etc.
Title: Re: R-Type
Post by: Gryzor on 19:36, 25 December 12
Ahhh it's the extras. Nice present, I must admit. And top-notch work, of course!

And I feel a little dumb for not clicking on the title.
Title: Re: R-Type
Post by: TotO on 19:41, 25 December 12
Not only the extras, but the full R-Type source code and resources, on the Xmas link ! :)
Title: Re: R-Type
Post by: Prodatron on 21:00, 25 December 12
Wow, this is really f**ing cool!  :o :P
Thanks a lot!

CU,
Prodatron
Title: Re: R-Type
Post by: Gryzor on 11:48, 26 December 12
Absolutely. Going to print a couple of pages of code and put them up my office wall, then take some of the resources and make a nice t-shirt or a hoodie out of it!
Title: Re: R-Type
Post by: fano on 15:12, 27 December 12
Great thanks a lot ! take a picture if you do this  ;) (btw thanks for the tweet ;) )
Title: Re: R-Type
Post by: Gryzor on 14:44, 28 December 12
Well, here you go, though it doesn't look very good in the photo. This is the beginning of renderer.asm, but will make something prettier and more permanent during the vacation :)
Title: Re: R-Type
Post by: Bryce on 14:56, 28 December 12
So you block the view of an ancient Greek temple thingy with some A4 pages of code? :D Way to go. Who said the Greeks don't appreciate their past architectural masterpieces? :D

Bryce.
Title: Re: R-Type
Post by: Gryzor on 14:57, 28 December 12
Wellll, I look at that old thing day in, day out. Time for a little change.

Plus, in reality you have to move a bit to the side to really block it, so I'm ok.
Title: Re: R-Type
Post by: Prodatron on 14:59, 28 December 12
Is it THE Acropolis??  :o
Title: Re: R-Type
Post by: Gryzor on 15:04, 28 December 12
No, actually it's a spare one we put on for Christmas; it's made in China, so it's cheaper :D


Wait, here's a better photo from my office:
Title: Re: R-Type
Post by: Prodatron on 15:27, 28 December 12
Wow, that's cool! Really sad, that they crashed this great building 300 years ago after it survived for more than 2000 years... (I am a big fan of the Akropolis and its history)
Sorry, back to topic...  :)
Title: Re: R-Type
Post by: Gryzor on 15:30, 28 December 12
Ah, got there last a couple of months ago, always feels nice. Hope you visit some day, give me a call and we can tour the new museum :) And yes, it was a real pity. If you believe the descriptions, it was pretty much intact!
Title: Re: R-Type
Post by: MacDeath on 15:30, 28 December 12
Is that a burning cop at a riot too ? :P


nice view indeed... still I would have prefered it restaured as good as new than keeping it in its old state.


To me it's always a shame those antique temples are keepts in this decayed state... We have the right and the legacy to rebuilt them as they were, with the exact same materials by the almost same civilisation.


Those temples weren't supposed to be abandoned to begin with. :(


Same goes for Roma and Venezia...
Venezia is litterally sinking into the swampy laguna because "we" keep all those manors and mansions and palace in their decaying states, while they were all supposed to be destroyed after one or two centuries and to serve as a base for a new palace higher, so the city would still be over the sea...


That's how they builded Venezzia... re-built a new building on the ancient one so you don't sink.


I mean, it's not like we can't rebuild them now at identical (yet with a few modern method for a few basements)
Title: Re: R-Type
Post by: Gryzor on 15:33, 28 December 12
Well they've been restoring it for several years now - a very difficult and time-consuming process -, putting back the various elements to where they belonged. But it's not going to get anywhere near as complete, given that the Ottomans used the building materials for other purposes.

Also, I dislike the notion of building it with new material - that's just emulation :D

Title: Re: R-Type
Post by: MacDeath on 15:37, 28 December 12
Not emulation, re-creation...


Emulation would be to have a poster of the theorically reconstitued acropolis in your room...


re-creation is more like having a genuine CPC but with a HxC floppy disk drive.
Title: Re: R-Type
Post by: Gryzor on 15:40, 28 December 12
So... the Parthenon with electric fixtures and air-conditioning? Oh, and a handy elevator too!
Title: Re: R-Type
Post by: Prodatron on 15:47, 28 December 12
@MacDeath: I totally agree with you. Why should old, great, historical masterworks left as a heap of dust, only because there were a few idiots somewhen in the past who crashed them?
If you would leave them in the crashed state, you would honour these idiots.
If you restore them, you honour the masterpiece of work which had been done.
Title: Re: R-Type
Post by: beaker on 17:47, 28 December 12
Gryzor, I don't know if I am missing something but I don't see the problem myself, the restoration is designed to be completely reversible if needs be according to Wikipedia.
http://en.wikipedia.org/wiki/Acropolis_of_Athens#The_Acropolis_Restoration_Project (http://en.wikipedia.org/wiki/Acropolis_of_Athens#The_Acropolis_Restoration_Project)

It's not like they've gone all American and decided to stick a theme park next to it with a roller coaster going through the Parthenon, or have they????  :o
Title: Re: R-Type
Post by: Gryzor on 17:57, 28 December 12
@Beaker: oh yes, I know and agree; I've been following the restoration progress (heck, every now and then I just zoom in from my window :D) and it appears it's a very serious piece of work. And yes, it tries very hard to draw a balance between restoration and authenticity.


Prodatron, the issue of restoration is not that simple. It is, of course, lamentable that so many ancient masterpieces all around the world are in pieces, but co consider that this is also part of their history. Fully restoring them using modern materials  would amount to totally destroying what's left. If there's interest in full restorations (of which interest there is none), one could build a new building, or do a thing in software. Lots of detailed models exist, for the viewer to see what it was like, but noone ever seriously suggested rebuilding on the ancient ruins. Well, the Americans maybe.

And then, it's not always so clear, what to restore. Last summer I was on the island of Naxos, and there was a gorgeous, very ancient temple (or the ruins thereof). This temple had passed through various phases, eventually becoming a proto-christian temple. Each phase radically changed the look of the temple. So the restorers (the University of Salonica I think) documented, on site, their dilemmas and process as to how to decide what to restore and to what era. The result was fantastically interesting as you could see and imagine what it was like in each era, while basically looking at rocks and ruins... 
Title: Re: R-Type
Post by: Bryce on 20:58, 28 December 12
Quote from: MacDeath on 15:37, 28 December 12
Not emulation, re-creation...

You can't ever re-create anything close to what the original was. And to make a cheap copy with modern technology, when the original was made with bare hands, some wood and a few ropes is just an insult to the mastery of the original.

It's not like the entire building is lying there on the ground waiting to be re-assembled. The remaining stones are only about 10% of the building, so 90% would have to be made new.

Bryce.
Title: Re: R-Type
Post by: MacDeath on 21:45, 28 December 12
QuoteIt's not like they've gone all American and decided to stick a theme park next to it with a roller coaster going through the Parthenon, or have they?
Not so fast !
Considering the Helleas government is completely broke, they may do it to recover some moniez...


QuoteFully restoring them using modern materials  would amount to totally destroying what's left.
it's quite possible to use the same material, just we use modern machine to produce them... and computer to keep track of each stone like a big lego game... and so on...


I mean, the Parthenon was so cleverly done that the blueprint is still usable and valable as a standing building... provided some douche invader doesn't bombard the place...


Did you mean that the stones must be all carved, carried, lifted and installed only with whiped and sodomised barehanded and barefoot chained and probably naked slaves on a hot summer day ?
Or else it doesn't pay due respect to the past ?
;D
Title: Re: R-Type
Post by: rexbeng on 22:05, 28 December 12

Ok, so here's a view of the restorations being done on the Parthenon. And should there be a third CPC scener to have had a job that includes a view to the Acropolis, I'll start suspecting a conspiracy  ;D
Title: Re: R-Type
Post by: beaker on 22:26, 28 December 12
Quote from: Bryce on 20:58, 28 December 12
You can't ever re-create anything close to what the original was. And to make a cheap copy with modern technology, when the original was made with bare hands, some wood and a few ropes is just an insult to the mastery of the original.

With the exception of the rods would they not be using original techniques where possible? The only thing I have to compare is from watching TV shows when English Heritage get involved with UK restorations the people are required to use stone from the original quarry, or another on their list that closely matches the original if the original quarry is no longer in operation, use master craftsman who use original techniques to work the stone by hand and it's not allowed to be aged so it's obvious what's original and what's been replaced. I'd assumed the Greeks are doing something similar?
Title: Re: R-Type
Post by: Bryce on 23:15, 28 December 12
And what do you think something like that might cost? :)

Bryce.
Title: Re: R-Type
Post by: beaker on 23:38, 28 December 12
In deepest darkest Dorset... 3 shillings per day and a bottle of Scrumpy to share around the fire at the end of the day for a job well done  :D
Title: Re: R-Type
Post by: TFM on 03:39, 30 December 12
Quote from: Bryce on 23:15, 28 December 12
And what do you think something like that might cost? :)

Bryce.
Less than a percent of a percent compared to all the money wasted for weapons. :-*
Title: Re: R-Type
Post by: Gryzor on 18:57, 30 December 12
@Bryce: couldn't have said it better myself.
@MacDeath: not even as a joke... it's a very sensitive issue, especially given that, given the current situation, taking advantage of the Acropolis has already been suggested. Disgusting.

I'm not familiar with the work done in the UK, but taking ANY ancient building and doing it anew is nothing short of a copy. Would the Mona Lisa (I don't even like that painting, but anyway) be the same if it was damaged and they painted over it? Oh wait, someone already did that in Spain :DHeck, maybe they could also put that on wheels and tour it around the world, that'd be something!
Title: Re: R-Type
Post by: beaker on 20:00, 30 December 12
Ah, but what if the building would eventually collapse without restoration or as in the UK, it rains a fair bit and being open to the elements is causing further degradation/erosion of the stonework? In those cases wouldn't it be better to take remedial action in keeping the surroundings rather than lose more historical pieces? Hope that makes sense, I am on my 5th cider of the night and feeling rather jolly right about nooooooo....  :P

Edit: sorry just seen it's beer. At this point of the evening I don't care what I drink :)
Title: Re: R-Type
Post by: Gryzor on 20:03, 30 December 12
Go home, Beaker, you're drunk :D

You're talking about preservation, not restoration ;)

Title: Re: R-Type
Post by: beaker on 20:10, 30 December 12
lol, I could be hey  ;D Nothing like spouting absolute bollocks when your drunk  ;D Time for another beer me thinks :)
Title: Re: R-Type
Post by: Gryzor on 20:13, 30 December 12
Knock yourself out :D

Hey wait, isn't it like 7pm there?
Title: Re: R-Type
Post by: MacDeath on 22:51, 30 December 12
QuoteEdit: sorry just seen it's beer. At this point of the evening I don't care what I drink
You just pulled out a MacDeath statement.
Cheers.
Title: Re: R-Type
Post by: TotO on 21:11, 28 January 13
Close to one year after the release, Oldschool Gaming as released a review of the game, here:
http://www.oldschool-gaming.com/view_review.php?rev=cpc_r-type_128 (http://www.oldschool-gaming.com/view_review.php?rev=cpc_r-type_128)
Title: Re: R-Type
Post by: TMR on 09:42, 29 January 13
Quote from: TotO on 21:11, 28 January 13
Close to one year after the release, Oldschool Gaming as released a review of the game, here:
http://www.oldschool-gaming.com/view_review.php?rev=cpc_r-type_128 (http://www.oldschool-gaming.com/view_review.php?rev=cpc_r-type_128)

Oldschool Gaming has been on a "break" for over a year, the update that happened last weekend was the first since R-Type was released.
Title: Re: R-Type
Post by: Gryzor on 10:28, 29 January 13
Pity it was so short, the review could be expanded by quite a bit!
Title: Re: R-Type
Post by: TFM on 21:32, 29 January 13
IMHO you ask for too much. It's a great review, well done and nice results. And there may be a reason from them for having had a break. So don't be creedy. Luck is to be satisfied with what you get  :)
Title: Re: R-Type
Post by: TMR on 15:34, 30 January 13
Quote from: TFM/FS on 21:32, 29 January 13
And there may be a reason from them for having had a break.

The short version is that OSG went "off air" about a year back because it ended up just being me writing the reviews and i've always wanted it to be a team effort rather than just being about me. The resurrection is because i found another wind, talked some of the team into coming back onboard and chased a few new people into writing as well. That reboot process is still ongoing but hopefully we'll be updating at the end of each month from now onwards.
Title: Re: R-Type
Post by: TotO on 16:11, 30 January 13
The topic is close to reach the 200 likes. It's just amazing!  :o
Title: Re: R-Type
Post by: Gryzor on 16:14, 30 January 13
DID IT!
Title: Re: R-Type
Post by: TotO on 16:29, 30 January 13
Hahaha.  ;D
Title: Re: R-Type
Post by: Gryzor on 16:32, 30 January 13
Take a screenshot, quick before someone ruins it :)

Title: Re: R-Type
Post by: TFM on 19:15, 30 January 13
Uups! :-X
Title: Re: R-Type
Post by: TFM on 01:56, 29 April 13
Some sucker sells the R-Type 128!!!

SCHNEIDER CPC FLOPPY 3.5 ZOLL + R-TYPE REMAKE + NETZTEIL + KABEL *NEUWERTIG* | (http://www.ebay.de/itm/SCHNEIDER-CPC-FLOPPY-3-5-ZOLL-R-TYPE-REMAKE-NETZTEIL-KABEL-NEUWERTIG-/281099394575?pt=Klassische_Computer&hash=item4172d45e0f)
Title: Re: R-Type
Post by: fano on 08:59, 29 April 13
49€ for a old poor 3"5 drive (2€ for 10 on second hand market!) with cable and power supply , add a bit of money and you'll get the fantastic HxC ! (what i look like a fanboy  :P  )
I will finish to think that's a bad idea to do games for free where you can sell old hardware at this price...
Btw this is just a copy with a sticker , as long they do not try to sell copies as "our" official box release...
Title: Re: R-Type
Post by: TFM on 17:46, 29 April 13
Looks like the ask most of the money for the game, since the drive - as you told - is not worth that much.
Title: Re: R-Type
Post by: Gryzor on 18:00, 29 April 13
I don't think so, it's pretty evident it's a copy and he doesn't say otherwise... probably used it to test the drive.
Title: Re: R-Type
Post by: TFM on 19:44, 29 April 13
He mentions it a part of the product to be sold. Call it a bait. However, it's not ok, to sell s/o elses game for profit.
Title: Re: R-Type
Post by: TotO on 22:18, 29 April 13
Thank you TFM.
No worry, I'm sure that the buyer bid for the hardware first. And with or without the R-Type copy, it's expensive.
But... It's not bad to provide floppies for peoples that want to rediscover their old computer with new games, out of the box.

Title: Re: R-Type
Post by: TotO on 12:05, 13 September 13
As everybody know, our R-Type CPC version was a success.
I would like to remember you that was not possible (in this way) w/o the help of Bob Pape.

Today, it's behind you... So, I encourage everyone to go to this link:

www.bizzley.com (http://bizzley.com/)

The true story of a great game by a great guy.
I personally love it's content.
Title: Re: R-Type
Post by: ivarf on 12:32, 13 September 13
Quote from: TotO on 12:05, 13 September 13
As everybody know, our R-Type CPC version was a success.
I would like to remember you that was not possible (in this way) w/o the help of Bob Pape.

Today, it's behind you... So, I encourage everyone to go to this link:
www.bizzley.com (http://bizzley.com/)

The true story of a great game by a great guy.
I personally love it's content.
I look forward to reading that book. Seems great, just what a retronerd like me need.  ;D
Title: Re: R-Type
Post by: Gryzor on 20:52, 23 September 13
Oh yeah, I have downloaded it and must find some unwitting sod with a laser printer :D
Title: Re: R-Type
Post by: TotO on 16:59, 14 September 14
Two nice fresh reviews on CPC done this month by a R-Type fan.

NRG: 5-10 Minutes of Gameplay - R-Type [Amstrad CPC] - YouTube (https://www.youtube.com/watch?v=YSf0sdzQDaQ)

NRG: 5-10 Minutes of Gameplay - R-Type 128k Remake [Amstrad CPC] - YouTube (https://www.youtube.com/watch?v=tqfFgtABPq4)

Enjoy!
Title: Re: R-Type
Post by: Gryzor on 18:46, 14 September 14
Yup, great reviews both of them! I really enjoy those kind of reviews, the mini-plays...
Title: Re: R-Type
Post by: Bryce on 09:29, 15 September 14
Great review. Just annoying that he keeps calling Mode 0 "Mode O". Does he call the others "Mode i" and "Mode z" ? :D

Bryce.
Title: Re: R-Type
Post by: TotO on 09:40, 15 September 14
It is common to said "O" instead of "zero" in english. i.e. spelling a phone number. So, that not shock me..
I like this review, because the guy see many details that others don't. :)
Title: Re: R-Type
Post by: Bryce on 10:22, 15 September 14
I also use O when I'm giving a phone number, it just sounds strange when used with Mode.

The review is excellent, and yes, he didn't just look at the gameplay, but noticed quite a lot more (and there's so much to notice in R-Type).

Bryce.
Title: Re: R-Type
Post by: Carnivius on 10:47, 15 September 14
I don't think I've ever said O when I mean zero.  I don't mind others doing it as long as the context of the usage is clear.

Good reviews though. 
Title: Re: R-Type
Post by: CraigsBar on 11:22, 15 September 14
The reason is probably that to non techy people, the 'correct' pronounciation of the number that is one less than one is 'naught' and therefore 'oh' is both quicker and easier to say. Zero is relatively new to common speech in English, having arrived with the tech revolution.
Title: Re: R-Type
Post by: rs6060 on 23:35, 07 November 14
Quote from: Keith A Goodyer on 04:08, 25 February 10
You make one little mistake in your life and the internet will never let you live it down....

Electric Dreams / Activision gave me 21 days to do the port. I wish i had the time to do a nice mode 0 port with new graphics, but alas it was never to be.

Keith A Goodyer (realy)




Hey I can vouch for this :)   Keith how are you pal? you need to get in touch be nice to catch up


Rich S



Title: Re: R-Type
Post by: TotO on 23:49, 07 November 14
Rich--- S--------?  :o

Thank you for posting here. I hope that Keith will answer to you here to...
Bob Pape explained why "no music" into his great book it's behind you (http://bizzley.com/), but can you said us if you done them for Spectrum/CPC, before there was not include?
Please, let we know more about the "music side" of R-type. Relate us your R-Type story!!!  8)


Title: Re: R-Type
Post by: MacDeath on 03:38, 08 November 14
Seems the team is getting completed...  ;D
Title: Re: R-Type (was: Rick Dangerous 128+)
Post by: rs6060 on 21:38, 08 November 14
Quote from: Keith A Goodyer on 04:35, 19 April 10
Hi Guys (and Mark) Sorry haven't been back in a while - have had some  somewhat distracting personal issues over the past couple of months -  Mark I'm still up for it. 
   
    OK, I developed R-TYPE using the fantastic PDS system written by Foo   Katan. For those who have never heard of PDS, it was probably the   worlds first IDE - Editor, Cross Assembler, Linker and Debugger all in   one.  It run on the x86 architecture under DOS, and had a hardware   component that allowed you to 'Download' the compiled code directly onto   the target hardware. It eventually supported development for Z80, 6502,   and 68K.  It was probably the mainstay of all Video game programming in   the late 80's.
   
    I was very fortunate to be given Bob Papes EXECELENT source code for the   speccy version. I have never met Bob but have spoken to him on the   phone.  I have the highest regard for him!  Although the code wasn't   that well documented, many of his labels were somewhat self descriptive.
   
    Given the extream time limits i was given to the port this is basic   strategy that I took to do the port...  (I hope i remember all this   correctly)
   
  The spectrum had its ROM in the lower 16K, and the 48K of RAM above  it.  So I configured the Amstrad to locate the MODE 1 screen in the  lower 16K, and loaded the spectrum version in the top 48K (As it would  be located on a spectrum - and ran it).  I then went through the code  line by line, modifying anything that 'plotted' pixels on the screen to  something that would plot the equivalent pixels on on Arnolds screen.
   
    As the spectrum screen is 'Attribute Based' I continued to used all of   Bobs 'Colour' code, and the whole 768 bytes of the spectrum colour   attribute screen is running on the Amstrad version.  When ever there was   a 'Byte' write to the spectrum screen, I would use a look up table to   indexed by the byte and the value of the corresponding spectrum colour   attribute to extract the two bytes required to produce the correct   pixels on the CPC screen. Then all I had to do was port the control   (Sinclair/Kempston) to CPC stuck, and the Sound and the job was done.  A   few days with DJL to add the 'Protection' and the job was done.
   
    Now the sad news...  about 5 years ago, I had a massive leak in my roof,   and all my records (including the source code) was destroyed.  :(
   
   
    Now some Trivia:  At the time I had a 464, 664 and a 6128 - I took the   final masters down to Activision, and it would not run on their 6128.    It tuned out that at some point in time, Amstrad had made a small   revision to the design that meant that a the interrupt would fire just   before a frame fly back pulse, where on previous versions it would occur   just after. The net effect was that when my code was waiting for the   frame fly back pulse to occur, the interrupt would trigger just before   it, go off do some processing, and by the time it had finished the   processing and returend to the main code loop, had missed the pulse -   and locked up.

Noticing the name of this forum - I only have one thing to say...  We all have to eat!  LOL

As for the industry in the early days... It was fantastic!  The egos, and personalities were out of this world. There were some VERY clever guys, and there were some VERY slimey men in suites that knew how to abuse the geeks.  One of the greatest things to happen in those early days were Richard and David Darling, people dont remember that Codemasters was founded by two school boys.  I do remember a great night out in Lemington Spa with those two, and a missing traffic cone or two.

Keith




I have to say, my fondest memory of working with Keith was when we went for lunch one afternoon in Bridlington and he brought his mobile phone with him. Mobile phones were non existent at that time and he had to carry what appeared to be a briefcase, but was actually a battery. The handset looked like a black brick. Mind you we all wanted to own one :)



Title: Re: R-Type
Post by: MacDeath on 02:53, 09 November 14
Yeah, even when mobile phone were affectuously known as the Bricks... it was a huge (in all senses) improuvement... still make laugh now  ;D

Before the "mobile phone" there were the "Car Phone"... needed a car to carry them.

Crazy 80s, you are missed.
All was invented, yet not practical enough.
Title: Re: R-Type
Post by: Gryzor on 11:04, 09 November 14
So Keith was doing mobile development too? Man, he was ahead of his era... :D
Title: Re: R-Type
Post by: dcdrac on 11:56, 09 November 14
1973 the first mobile phone call

BBC News - Mobile phone celebrates 40th anniversary (http://www.bbc.co.uk/news/technology-22013228)

http://1.bp.blogspot.com/-VEwmcVmLm3k/UHCQRgBKPHI/AAAAAAAAAGE/ydyEgARWJpE/s1600/nokia.png (http://1.bp.blogspot.com/-VEwmcVmLm3k/UHCQRgBKPHI/AAAAAAAAAGE/ydyEgARWJpE/s1600/nokia.png)
Title: Re: R-Type
Post by: TFM on 22:12, 09 November 14
Haha! No, we had that 1926 already... ;)
Mobiltelefon – Metapedia (http://de.metapedia.org/wiki/Mobiltelefon)

Title: Re: R-Type
Post by: fgbrain on 15:17, 15 November 14
Tried today to boot RType 128kb dual side version, from B drive 3.5"
While it used to run fine before, now it stops loading before the intro. >:(

After that, I wrote the disk again with the latest DSK again on my PC but the same bug happens..

Does it matter that I have XMEM plugged in with 3.15 firmware??
Title: Re: R-Type
Post by: TFM on 00:03, 16 November 14
Try another disc  :)



Title: Re: R-Type
Post by: CraigsBar on 00:16, 16 November 14
Quote from: fgbrain on 15:17, 15 November 14
Tried today to boot RType 128kb dual side version, from B drive 3.5"
While it used to run fine before, now it stops loading before the intro. >:(

After that, I wrote the disk again with the latest DSK again on my PC but the same bug happens..

Does it matter that I have XMEM plugged in with 3.15 firmware??
The CAT art high score table does not work for R-Type with Firmware 3.15 because it does not play nice when launched from a Mode 2 screen. I have not had any in game issues with it from either my HXC or Physical Media at all on my 4128plus.
Title: Re: R-Type
Post by: SyX on 17:13, 18 November 14
Quote from: CraigsBar on 00:16, 16 November 14
The CAT art high score table does not work for R-Type with Firmware 3.15 because it does not play nice when launched from a Mode 2 screen. I have not had any in game issues with it from either my HXC or Physical Media at all on my 4128plus.
Although "MODE 1:CAT" fixes those problems, but maybe i should add in the next version the option of choosing the initial screen mode, hehehe.
Title: Re: R-Type
Post by: TotO on 17:18, 18 November 14
|DIR work fine using all modes...  8)
Title: Re: R-Type
Post by: TFM on 22:15, 18 November 14
Wasn't that thread about R-Type?  :o
Title: Re: R-Type
Post by: TotO on 08:21, 09 April 15
3 fresh video and exclusive content. Spoiler inside!!!  :o

R-Type 128K - Amstrad CPC Longplay (https://www.youtube.com/watch?v=1Ghpgpjd3hk)
R-Type 128K (stage 0) - Amstrad CPC (https://www.youtube.com/watch?v=7N92Sx3CMY4)
R-Type 128K (Cyber Tribute) - Amstrad CPC (https://www.youtube.com/watch?v=_aSRXvOHduw)


Title: Re: R-Type
Post by: Ast on 11:04, 09 April 15
I like cyber tribute.
Title: Re: R-Type
Post by: TotO on 11:09, 09 April 15

Yes, it is very funny. Sadly, the player distroy the Cybernoid ship before reading its banner...  :-\
Stage 0 is a R-Type 2 tribute with tons of sprites, but the video look to be not properly recorded. (small screen and bad sound)
Title: Re: R-Type
Post by: Poliander on 11:35, 11 April 15
I wonder whether R-Type 128K is expected to run on 64K CPCs with memory expansion?
Title: Re: R-Type
Post by: TotO on 13:59, 11 April 15
Why it will not!?  ;D
Title: Re: R-Type
Post by: VincentGR on 14:47, 11 April 15
I don't have a 464 near me right now or a memory expansion but it runs on my emu.
Title: Re: R-Type
Post by: TotO on 15:13, 11 April 15
It was tested and work on all CPC with at less 128K RAM and a floppy drive.
Title: Re: R-Type
Post by: Poliander on 09:18, 12 April 15
Thanks for the reply - I just wanted to know. Last time I tried it didn't work on my 664+XMEM, but it seems that I still have some other trouble going on. I just read through the X-MASS/PSU related thread which led me to order a better power supply (I was using a *very* cheap PSU).
Title: Re: R-Type
Post by: TFM on 17:35, 13 April 15
Quote from: Poliander on 09:18, 12 April 15
Thanks for the reply - I just wanted to know. Last time I tried it didn't work on my 664+XMEM, but it seems that I still have some other trouble going on. I just read through the X-MASS/PSU related thread which led me to order a better power supply (I was using a *very* cheap PSU).


Then get 5 A and not 2 A  ;)
Title: Re: R-Type
Post by: Rich Stevenson on 12:01, 12 February 16
Thought I would just add to the old discussion.


I worked on the sound on the CPC version of RType and can vouch for Keith when he says he was under it to get the game finished. I recall getting a call with only 24 hours left in his deadline, from Keith, asking if I had a sound engine he could use as it was the last job on his list and he could claw back some time if I could help. I think I was working on something like BMX Ninja or Aftermath for Alternative and so sent him what I had at the time. The code was very raw and probably only 75% complete, but KG managed to chuck that in and BINGO, deadline achieved.
Title: Re: R-Type
Post by: robcfg on 12:55, 12 February 16
Thanks for joining and sharing your story!


Game development hasn't changed that much, it's bigger but overall we still have shitty deadlines and bad management...


Oh, well, still a fun job  8)
Title: Re: R-Type
Post by: TotO on 13:20, 12 February 16
Welcome back Richard, and thank you for those extra informations!  8)
I remember your first answer to Keith here, two years ago. (R-Type (http://www.cpcwiki.eu/forum/games/r-type-%28was-rick-dangerous-128%29/msg89025/#new))
Is, all your R-Type CPC sound work was lost?
Title: Re: R-Type
Post by: dcdrac on 12:10, 13 February 16
I work IN IT and bad management seems endemic, people with MBAs who have no clue how complex some IT problems can be, and they spout rubbish like no problems only solutions blah blah blah
Title: Re: R-Type
Post by: gerald on 12:53, 13 February 16
Quote from: dcdrac on 12:10, 13 February 16
I work IN IT and bad management seems endemic, people with MBAs who have no clue how complex some IT problems can be, and they spout rubbish like no problems only solutions blah blah blah
Here in France we have a slightly different view on this :
[attach=2]
Spoiler: ShowHide
If there's no solution, then there's no problem
Title: Re: R-Type
Post by: TotO on 21:27, 13 February 16
I don't remember if I have put the full project ZIP file on this topic.
Here the link: http://www.rtype.fr/Free_Stuff_files/download.php?fichier=R-Type_128K_card.zip (http://www.rtype.fr/Free_Stuff_files/download.php?fichier=R-Type_128K_card.zip)
Title: Re: R-Type
Post by: ukmarkh on 23:57, 13 February 16
Quote from: dcdrac on 12:10, 13 February 16
I work IN IT and bad management seems endemic, people with MBAs who have no clue how complex some IT problems can be, and they spout rubbish like no problems only solutions blah blah blah


Well, in IT, if you have a problem (ITIL) this means it has happened more than once. Most server guys think the problem goes away 99.9% of the time if you simply reboot the server, they already took that course of action when it was an incident. The reality is, you need to find the root cause, test your change, and then raise a change to fix the problem, preferably out of hours. The role of an IT Manager should be to help his team achieve objectives set out by the business, provide tools to do the job, give training where identified and build process to keep SLA and good OLA's. It's a massive team effort, everyone needs to pull together.   
Title: Re: R-Type
Post by: ivarf on 11:30, 14 February 16
Quote from: ukmarkh on 23:57, 13 February 16

Well, in IT, if you have a problem (ITIL) this means it has happened more than once. Most server guys think the problem goes away 99.9% of the time if you simply reboot the server, they already took that course of action when it was an incident. The reality is, you need to find the root cause, test your change, and then raise a change to fix the problem, preferably out of hours. The role of an IT Manager should be to help his team achieve objectives set out by the business, provide tools to do the job, give training where identified and build process to keep SLA and good OLA's. It's a massive team effort, everyone needs to pull together.   
Booting servers is not something a server guy will more often than needed. I do not know which server guys you have been talking to. Are you an developer. In my experience developers do not see the whole picture, just their own application and not the whole environment it will be used in.
Title: Re: R-Type
Post by: ukmarkh on 23:37, 14 February 16
Quote from: ivarf on 11:30, 14 February 16
Booting servers is not something a server guy will more often than needed. I do not know which server guys you have been talking to. Are you an developer. In my experience developers do not see the whole picture, just their own application and not the whole environment it will be used in.


If I'm honest, I'm having difficulty understanding what you're trying to say. Sorry, hope you don't think I'm being rude  ???
Title: Re: R-Type
Post by: TotO on 15:02, 17 February 16
The official website is offline, the time to change servers.  :-\
Title: Re: R-Type
Post by: Gryzor on 14:36, 22 February 16
Ah darn! If you need me to host anything let me know :)
Title: Re: R-Type
Post by: seanb on 14:39, 22 February 16
I think Gryzor's trying to build an online Amstrad empire  :D
Title: Re: R-Type
Post by: Gryzor on 08:42, 23 February 16
Muahaha OBBEY ME, MINIONS!
Title: Re: R-Type
Post by: robcfg on 09:33, 23 February 16
Banana?  ;D
Title: Re: R-Type
Post by: Gryzor on 09:39, 23 February 16
Title: Re: R-Type
Post by: VincentGR on 11:00, 23 February 16
Quote from: Gryzor on 08:42, 23 February 16
Muahaha OBBEY ME, MINIONS!

(http://s26.postimg.org/57nis37vd/Obey.jpg)

@Gryzor (http://www.cpcwiki.eu/forum/index.php?action=profile;u=1)
Spoiler: ShowHide
Πραγματικό σήμα στη γέφυρα της Δραπετσώνας  ;D
Title: Re: R-Type
Post by: ukmarkh on 17:41, 23 February 16
All your base belong to Gryzor!


Sent from my iPhone using Tapatalk
Title: Re: R-Type
Post by: flanauf on 07:53, 09 March 16
Great game! Looks great on my cpc 6128! :o
Title: Re: R-Type
Post by: Felixesp on 08:04, 19 May 17
The re are any chance to buy this game at 3" disk?
Thanks

Title: Re: R-Type
Post by: RetroTony on 09:19, 26 October 17

Hi All,


Does anyone know where I can download the remake?  The developer's page


http://www.rtype.fr (http://www.rtype.fr/).


which every link I've found points to, seems to be down/gone.


Cheers,


Tony
Title: Re: R-Type
Post by: VincentGR on 09:24, 26 October 17
Quote from: RetroTony on 09:19, 26 October 17
Hi All,


Does anyone know where I can download the remake?  The developer's page


http://www.rtype.fr (http://www.rtype.fr/).


which every link I've found points to, seems to be down/gone.


Cheers,


Tony


http://www.cpc-power.com/index.php?page=detail&onglet=dumps&num=7174



Title: Re: R-Type
Post by: Gryzor on 09:31, 26 October 17
Oh, or, how about, http://www.cpcwiki.eu/forum/index.php?action=dldir;sa=details;lid=3754 ? :D :D
Title: Re: R-Type
Post by: RetroTony on 18:36, 26 October 17

Thanks guys, I'll have a look.


Cheers,


Tony
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