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General Category => Games => Topic started by: sigh on 17:19, 25 May 11

Title: Rodland
Post by: sigh on 17:19, 25 May 11
While still working on the beat em up (which I've given a temporary name title "The Badass" :P ), this week I decided to take a break for 2 weeks and do some graphics for a Rodland remake (if anyone is interested) after being inspired by the Bubble Bobble Remake. I searched a while ago and found a Rodland sprite sheet that had some but not all of the sprites, which I have been  redrawing using Mode 0. It's been an extremely easy process and I'll probably finish off the blue fairy player today - the player sprites being the most animated:

(http://www.freeimagehosting.net/uploads/152a07a197.gif)

I'm using all the frames from the arcade version, but I was wondering if anybody knows where the sprite sheets are for the bosses, backgrounds and enemies?
Title: Re: Rodland
Post by: robcfg on 19:39, 25 May 11
OOOOOOOOOoooooooh! Me likes!


Rodland is one of my all-time favourites and I think it deserves a nice remake. I cannot help you with the sprite sheets, but would you be so kind of attaching the ones you have?
Title: Re: Rodland
Post by: MacDeath on 21:24, 25 May 11
KAWAIIIIIII!!!
 ;D
Title: Re: Rodland
Post by: sigh on 21:56, 25 May 11
OOOOOOOOOoooooooh! Me likes!


Rodland is one of my all-time favourites and I think it deserves a nice remake. I cannot help you with the sprite sheets, but would you be so kind of attaching the ones you have?

http://walen.se/sprites/?level=album&id=84 (http://walen.se/sprites/?level=album&id=84)

These are from the Amiga version which have less colours. I've also downloaded the arcade footage of the game and have been analyzing frame by frame to make sure there's nothing missing.

KAWAIIIIIII!!!
 ;D



eh? ??? (is that a good thing or a bad thing?)

Title: Re: Rodland
Post by: redbox on 23:01, 25 May 11
I would love to see a CPC version of Rodland, especially with your excellent sprites.  :)

This thread (http://eab.abime.net/showthread.php?t=20455) tells you how to rip them from the Amiga version using an emulator whilst the game is playing. However, I expect it's a multi-load so you might have to play it through to get to the level you want...?
Title: Re: Rodland
Post by: EgoTrip on 23:43, 25 May 11
Theres already a version of Rodland for the CPC: ftp://ftp.nvg.ntnu.no/pub/cpc/games/arcade/rodland.zip


Or do you want to improve on it?
Title: Re: Rodland
Post by: MacDeath on 00:05, 26 May 11
Wasn't Amstrad CPC Rodland's version just sluggish ?
also less content (bosses) as it was perhaps a 64K version ?


Parasol Star anyone ?


Kawaï is Japanese word for "how cute it is".
Title: Re: Rodland
Post by: sigh on 00:30, 26 May 11
Theres already a version of Rodland for the CPC: ftp://ftp.nvg.ntnu.no/pub/cpc/games/arcade/rodland.zip (ftp://ftp.nvg.ntnu.no/pub/cpc/games/arcade/rodland.zip)


Or do you want to improve on it?

The original CPC version of Rodland (and no disrespect to the artists and programmers involved) was in my opinion in the same category as Bubble Bobble for the CPC, where it could of been so much better. I had the game on my Amiga and loved it, but the graphics on the CPC didn't look anything like Rodland - especially the main characters(the red fairy looks as though it's sporting a mullet!) and on top of that - it's a  really slow game. I really didn't like this version especially after seeing the pacing of the C64 and Speccy versions which also included the bosses which are missing on the CPC version.

http://www.retro-sanctuary.com/compaisons%20-%20rodland%20realI.html (http://www.retro-sanctuary.com/compaisons%20-%20rodland%20realI.html)

As stated before - no disrespect to the team who handled this, as there is always so much more going on in the background within game development, whether it be time restrictions, tools issues, sprite programs (they wouldn't of had access to the likes of the paint programs of now to make their jobs quicker and easier) but I felt that it was the poorer version of all the 8 bits.

I would like to remake a version with sprites that resemble more like the arcade, backgrounds, music and also the extra levels on the arcade that are missing on all versions (8 bit and 16 bit). It would be a 464 game of course:)

Wasn't Amstrad CPC Rodland's version just sluggish ?
also less content (bosses) as it was perhaps a 64K version ?


These are HUGE omissions in my opinion. The speed and "Missing bosses"?!?!?! The CPC version being the only one that had this :( .
Title: Re: Rodland
Post by: robcfg on 02:04, 26 May 11
Quote
eh?  (is that a good thing or a bad thing?)


Kawaii means 'cute' (sort of) in japanese, so I guess it's a good thing  ;D
Title: Re: Rodland
Post by: STE86 on 12:57, 26 May 11
AFAIK Mame can be convinced to spit out graphics sheets can it not?

you may well be able to get the graphics to convert right from the source roms.

Steve
Title: Re: Rodland
Post by: Skunkfish on 13:53, 26 May 11
Could this use the Plus features? Even just the use of Plus pallette would be nice :)
Title: Re: Rodland
Post by: sigh on 14:28, 26 May 11
AFAIK Mame can be convinced to spit out graphics sheets can it not?

you may well be able to get the graphics to convert right from the source roms.

Steve

I've never ripped sprites before and it sounds rather complicated, but it looks like I'll have to read up on some information on how to do this. I t must be possible because there are so many Streetfighter, Mortal Kombat and KOF sprites finding themselves in mugen games.

Could this use the Plus features? Even just the use of Plus pallette would be nice :)


I now have a 6128 PLUS, but I'm not too sure if the hardware sprite capabilities would end up eating a lot of space as they need to be copied. The player sprites take up 8kb each at the moment and would still need to fit in the enemies, background tiles, HUD and a large picture of the fairy that appears when you get all the " E X T R A " letters. The music and sound effects would also need to be fitted in. The bosses would probably need to be multiloaded. I'm not to sure how compression works in any of these instances.

There's also vertical scrolling aka Bubble Bobble style when going from one level to the next, but this needn't be super smooth. On the first level there is a horizontal scroll ONCE so it wouldn't hurt the game if that moved 4 choppy pixels per frame as it's a one off on a CPC. On a PLUS the scrolling would of course be smoother, but I'm really only concentrating on a CPC version

Title: Re: Rodland
Post by: PeteD on 20:21, 26 May 11
Yeah, MAME will at least display sprite/gfx sheets although it lays them out a bit badly (odd spacing).


When the game is running hit F4.  Enter will take you between Graphics, Tilemap and Palette screens.  When you're on those (especially the GFX one which is what you're after) the square braces [ and ] go backwards/forwards through pages and cursor left/right change palettes.  Cursor up/down scrolls through the sprites/tiles.


Not sure if it'll spit out a screengrab from those pages, if not just use some screengrabbing tool, that's what I usually do..




It doesn't work on ALL games afaik but every one I've needed it for so far has been good.




Pete
Title: Re: Rodland
Post by: MacDeath on 00:36, 27 May 11
Just use HardSprites for special extra visual effects...

Well done Softsprites + No scrolling needed + ROM software (512K Cartridge ?) may be far enough to get this running smoothly. :police:

Rodland was slow because limited to 64K RAM and partly speccy ported routines...
Having extra 512K ROM is good to have a big RAM equivalent.

Also a vertical 256pix display may be great.

If you just stick with CPC specs... 128K RAM + multiple disk reload (between each levels) can still give far more ressources for the good old Z80.

Obn the other hand, 64K config can also manbage well if Multiple Disk access occur, yet you are then far more limited in gameplay stuffs and visual effects (even sound).

Just look at the difference between Rick Dangerous and Rick Dangerous 128+.

=More palette changes.
=Bigger levels.
=Even slightly bigger screen display (not a lot though)
=Extra FX from PLUS : Hardsprites HUD, few animations (bonus) and samples (supposed to be RAM heavy...)


The same magnitude of upgrades will probably be seen with R-Type128.
Title: Re: Rodland
Post by: sigh on 01:28, 27 May 11
When the game is running hit F4.  Enter will take you between Graphics, Tilemap and Palette screens.  When you're on those (especially the GFX one which is what you're after) the square braces [ and ] go backwards/forwards through pages and cursor left/right change palettes.  Cursor up/down scrolls through the sprites/tiles.
Pete

Thank you very much! I just downloaded mame and will install it onto my desktop and follow your instructions. The last time I used it was around 5 years ago.

Just use HardSprites for special extra visual effects...

Well done Softsprites + No scrolling needed + ROM software (512K Cartridge ?) may be far enough to get this running smoothly. :police:


There's a good few special effects on this game with the weapons and "BoooooM!" words. I've noticed that the game isn't too heavy on elaborate backgrounds after the first forest level as it's mostly brown brick walls after that.

Rodland was slow because limited to 64K RAM and partly speccy ported routines...


Are you sure? I read somewhere that the CPC platform was the first for Rodland to be converted on.

If you just stick with CPC specs... 128K RAM + multiple disk reload (between each levels) can still give far more ressources for the good old Z80.

Obn the other hand, 64K config can also manbage well if Multiple Disk access occur, yet you are then far more limited in gameplay stuffs and visual effects (even sound).


I really do think that this game needs to be 64kb multiload. The first forest background is the only real heavy graphic part of the game but that's only 2 stages.
Title: Re: Rodland
Post by: MacDeath on 03:06, 27 May 11
Quote
Are you sure? I read somewhere that the CPC platform was the first for Rodland to be converted on.
Really ?

I gotta compare betterly both speccy and CPC versions then to see their shared parts or not. :)

BTW multiload is the only way to be sure you get a properly implemented game in 64K.
Even if you gain just a few Ko of RAM with this...

Rick dangerous used to store the whole game in compressed form and uncompressed what it needed when needed... this is quite heavy on CPU, more than needed.
Just see what happen when you bomb 2-3 enemies at the same time...
 :o

Rodland need a bit more animation and sprites than Rick (which used to slow down when like 3 ennemies were on screen) so any bytes gained is good, any routine removed is good too.


BTW, let's compare.


Arcade :
[youtube]JlGrTQcyWpU[/youtube]

Atari St : full softwared animations and 16 colour mode, YM=AY sounds.
[youtube]ms-TeRMFIB4[/youtube]

Amiga : hard supports everywhere.
[youtube]m-ZE6lxjX68[/youtube]

C64 :
[youtube]HyqYihUGu0Y[/youtube]

Speccy :
[youtube]I_gA-qLUa5o[/youtube]

Amstrad CPC :
[youtube]x-bSDQSA3NQ[/youtube]

8Bit Wars :
[youtube]5Z1p0guCoEg[/youtube]

 
Title: Re: Rodland
Post by: sigh on 15:16, 27 May 11
Spectrum version really is the winner here followed by the C64.

Just finished drawing those yellow potatoe sack looking enemies and also the red enemies that come on screen when you collect all the letters.
Now onto the meanies!!!
Title: Re: Rodland
Post by: sigh on 02:32, 29 May 11
It looks like I'll be able to fit the graphics for each level (after each cutscene) at around 40kb of graphic data but this doesn't as yet include the large fairy that appears after you 've collected the "EXTRA". Wondering if this should be done using mode 1 graphics to save space. Also  trying desperately to make use of every available space on a a 160x200 sheet, by lining up each graphic next to each other and make sure that there is a clear square/oblong/rectangle that can be lassoed around them without interference from another graphic(same way done when doing backgrounds tiles - but these are very odd shapes indeed):

(http://www.freeimagehosting.net/uploads/913fed8e36.gif)

Will start the level 1 forest background which needs to fit into the area above.
Finishing the 3 frame flower animations tomorrow.
Title: Re: Rodland
Post by: sigh on 03:45, 11 June 11
So far....

(http://i54.tinypic.com/2sbk58w.gif)

..animated all the special effects. Just need to animate the rest of the different enemies/bosses and flowers.
Title: Re: Rodland
Post by: robcfg on 00:59, 12 June 11
Hey! Great work!


It really looks amazing, and Rodland has been always an all-time favourite.


Please, keep up the good work!
Title: Re: Rodland
Post by: Gryzor on 13:29, 12 June 11
Wow. Mind posting a short vid?
Title: Re: Rodland
Post by: MacDeath on 13:47, 12 June 11
Perhaps an animated GIF ?
Title: Re: Rodland
Post by: Ynot.zer0 on 13:49, 12 June 11
that looks great!  I would like to see it moving  ;D
Title: Re: Rodland
Post by: robcfg on 14:29, 12 June 11
Before MacDeath says it, have you thought in making a CPC+ version?  ;D


That's no joke, a Rodland version for the Pluses and GX4000 would be completely awesome!
Title: Re: Rodland
Post by: sigh on 19:18, 12 June 11
Would prefer if it worked on a standard CPC 464.

I will do an animated gif, but I need to finish the second screen from the one shown.
Title: Re: Rodland
Post by: robcfg on 19:21, 12 June 11
I understand you, but then again, the Plus machines and GX4000 will die completely underused.


Anyway, after doing the standard version, it shouldn't be too difficult to work on a plus one. I'd only like you to have it in mind, just in case.


Despite the acid being cracked and the chances of making cheap cartridges for the Plus/GX range, there are no releases.


Keep on the good work!
Title: Re: Rodland
Post by: sigh on 00:45, 13 June 11
I understand you, but then again, the Plus machines and GX4000 will die completely underused.


Anyway, after doing the standard version, it shouldn't be too difficult to work on a plus one. I'd only like you to have it in mind, just in case.


Despite the acid being cracked and the chances of making cheap cartridges for the Plus/GX range, there are no releases.


Keep on the good work!

Okay. CPC 464 and GX4000/464 PLUS Cartridge. Would definitely need to be 64kb game.  :)
Title: Re: Rodland
Post by: MacDeath on 01:23, 13 June 11
I no more ask for PLUS versions because I get kicked each time. ;D

Anyway, just have a look at Pang or Plotting to know how such kind of game (static colourfull screen) can be great on a "64K RAM + Cartridge" PLUS machine.

A good point with PLUS cartridge game is that you can more easily stick to the native "320x200" sized screen (or 160x200 in mode0...)
perhaps even bigger (160x240 in mode0 ?)

Because you have the Extra ROM to stock everything you need, no more need to scratch the screensize to have extra room for datas in RAM.
Especially since nowadays we can mostly only find 512K ROMs.

With such a large amount of ROM there is actually no need for extra RAM (yet it could be used too).


mmmh... Puzzle Bobble clone anyone ?

Title: Re: Rodland
Post by: dlfrsilver on 02:34, 14 June 11
Well, i'd say that whatever the memory, making great versions of games released in a hurry back in the day would be really awesome !!!

The CPC was so underused that it's only justice for it !!!


Title: Re: Rodland
Post by: arnoldemu on 11:16, 14 June 11
I no more ask for PLUS versions because I get kicked each time. ;D

Please continue, the conversation would not be complete without you.

I compare you to two things:  :laugh:

1. A conversation about Spectrum vs Amstrad, Amstrad vs C64 comes up, and the nurse takes you from your mental hospital and wheels you in so you can shout about Plus.   :laugh:

2. A Plus version of Jesus. You preach the true way of the Plus. And you are creating followers. We are believers!  :laugh:














Please don't take offence by this joke reply ;)
Title: Re: Rodland
Post by: AMSDOS on 13:12, 14 June 11
I never had the opportunity of buying a Plus computer merely because Amstrad didn't sell them to Australia!  :( 
 
They didn't even release the GX4000 console here which is further annoying.
 
So as a rule I don't use the Emulated Plus which might be quite accurate though cannot be sure without trying the real thing!  :(
 
If I had that option back then to get one I might have got a 464 Plus and upgraded it to 128k with 3" Disc Drive cause it came with Tape as Standard (and not have to do some technical modification as you did for a 6128 Plus!).
Title: Re: Rodland
Post by: robcfg on 15:46, 14 June 11
Hehehe, Jesus Plus, I like the idea...  ;D
Title: Re: Rodland
Post by: sigh on 13:51, 18 June 11
New screen (the last detailed screen of the entire game I think)

(http://www.freeimagehosting.net/uploads/54944a1b27.gif)

..forgot to animate 2 of the effects with the rod. The effect when they are hitting with the rod and the effect when the enemy is surrounded by the rods magic. I'll start work on those today and cut the background tiles for this level. Over next week, I'll work on the simple brick tiles for the other levels which will take a couple of hours if that.

I really want to get back on the beat em up, but I know if I dont finish these other minor tasks it will be niggling me in the back of my mind :D
Title: Re: Rodland
Post by: Gryzor on 13:58, 18 June 11
Yeah, beat em up FTW, but this looks so nice too!!!
Title: Re: Rodland
Post by: sigh on 20:19, 18 June 11
Yeah - I'm kinda forcing myself to take a break for a bit as you can easily lose sight of a project when your working on it very closely for a long time. I've been working on it quite feverishly since December, but during that time I wasn't working that much but I started a new job fulltime job this monday, so my freelancing days are over and I will have  to manage my time more efficently.
Title: Re: Rodland
Post by: Gryzor on 21:18, 18 June 11
Well, if nothing else, good luck in your new position :)
Title: Re: Rodland
Post by: CPCLER on 16:17, 19 June 11
I really hope Rodland evolves to finish remake.. the graphics look so nice :)


Yeah - I'm kinda forcing myself to take a break for a bit as you can easily lose sight of a project when your working on it very closely for a long time. I've been working on it quite feverishly since December, but during that time I wasn't working that much but I started a new job fulltime job this monday, so my freelancing days are over and I will have  to manage my time more efficently.
Title: Re: Rodland
Post by: Mr. DVG on 15:20, 30 March 19
So far....

(http://i54.tinypic.com/2sbk58w.gif)

..animated all the special effects. Just need to animate the rest of the different enemies/bosses and flowers.

Sorry if I carry this old argument back up, but the version that was reprogramming Sigh looked so beautiful, that I was wondering if there was any hope that the project would be taken up again in the future or not ... It could be really a great way to redeem the bad version released years ago, which does not in any way do justice to the real capabilities of the CPC!  ::)
Title: Re: Rodland
Post by: kawickboy on 10:24, 01 April 19
Since BB4CPC some great projects were started: parasol stars, snow bros... But rodland would be aperfect choice for a cpc plus release.
Title: Re: Rodland
Post by: Carnivius on 12:18, 01 April 19
Never mind the Plus I want to see Sigh's regular CPC graphic version done.  I'm not a big fan of the game in general myself but that looks far better than the crud version that was actually released.  The Cb64 and Spectrum versions look drab and boring but play far better than the CPC port and that ain't right.   

And bloody hell this was long since dead thread. :P
Title: Re: Rodland
Post by: Carnivius on 12:55, 01 April 19
ok am noticing the upside down avatars I presume is cos of April Fools. :P
Title: Re: Rodland
Post by: Gryzor on 12:57, 01 April 19
Who wat?
Title: Re: Rodland
Post by: kawickboy on 12:57, 02 April 19
At the time french magazine Amstrad 100% didn't the game at all. No news, no review... Nothing. Strange. Double dragon 3 from the same company was reviewed.
Title: Re: Rodland
Post by: OneVision on 17:30, 24 March 20
No news on RodLand ?


I've started work on the sprites.


https://twitter.com/BenYoris/status/1241668353539936256?s=20
Title: Re: Rodland
Post by: Mr. DVG on 18:13, 24 March 20
It would do very well on the standard CPC in 16-color, Mode 0 

P.S. - The photo is not mine. It had been posted a long time ago on this discussion but the image is no longer available! ;)

Title: Re: Rodland
Post by: OneVision on 20:00, 26 March 20
Thank you for the pic. This is when I saw that there was no news about this port that I decided to start working on GFX myself.


Hopefully a coder will be interested : please spread the word !


 https://twitter.com/BenYoris/status/1243209203033837573?s=20 (https://twitter.com/BenYoris/status/1243209203033837573?s=20)

https://twitter.com/BenYoris/status/1243209205387071488?s=20 (https://twitter.com/BenYoris/status/1243209205387071488?s=20)
Title: Re: Rodland
Post by: TotO on 20:09, 26 March 20
Rodland Raio?  :-\
Title: Re: Rodland
Post by: OneVision on 20:23, 26 March 20
Rodland Raio?  :-\


Care to explain ?
Title: Re: Rodland
Post by: TotO on 20:42, 26 March 20
Care to explain ?
If required  :)
https://www.cpcwiki.eu/forum/news-events/roland-radio-your-amstrad-chiptune-broadcaster/
Title: Re: Rodland
Post by: OneVision on 10:58, 28 March 20
If required  :)
https://www.cpcwiki.eu/forum/news-events/roland-radio-your-amstrad-chiptune-broadcaster/ (https://www.cpcwiki.eu/forum/news-events/roland-radio-your-amstrad-chiptune-broadcaster/)


Got it :D
Title: Re: Rodland
Post by: GUNHED on 19:20, 28 March 20
Maybe the sprites would look better if they don't have the black edging. This is great for spectrum, but not for mode 1 or 0 on CPC.  :)
Title: Re: Rodland
Post by: VincentGR on 19:34, 28 March 20
Maybe the sprites would look better if they don't have the black edging. This is great for spectrum, but not for mode 1 or 0 on CPC.  :)


It's like the original on the arcade and the 16bit versions, all have outlines.
Title: Re: Rodland
Post by: OneVision on 20:47, 28 March 20

It's like the original on the arcade and the 16bit versions, all have outlines.


Indeed. If sprites are not oulined they fade into background and this can lead to visibility problems.
I'm sticking as much as I can to the arcade/Amiga version with of course the mode 0 resolution.
Title: Re: Rodland
Post by: Carnivius on 20:48, 28 March 20
Maybe the sprites would look better if they don't have the black edging. This is great for spectrum, but not for mode 1 or 0 on CPC.  :)
Well that's all my graphics crapped on then. :P  I like using black outlines most of the time.
Title: Re: Rodland
Post by: VincentGR on 20:51, 28 March 20
The main sprite when it looks at you seems to be exactly the same and moves just the face while the hair don't move.
I am not judging, I just mention it  ;D
Title: Re: Rodland
Post by: OneVision on 00:53, 29 March 20
I updated it in the meantime.


https://twitter.com/BenYoris/status/1243209205387071488?s=20
Title: Re: Rodland
Post by: OneVision on 00:56, 29 March 20
https://twitter.com/BenYoris/status/1244035861462777858?s=20
Title: Re: Rodland
Post by: Sykobee (Briggsy) on 12:13, 31 March 20
Nice graphics - I reckon you could use a raster on that title screen to get more colours after the logo part which takes up a bunch.
But nice use of spot sprites.
Title: Re: Rodland
Post by: OneVision on 13:35, 06 April 20
https://twitter.com/BenYoris/status/1245444957948850176?s=20
Title: Re: Rodland
Post by: sigh on 15:29, 18 June 20
It would do very well on the standard CPC in 16-color, Mode 0 

P.S. - The photo is not mine. It had been posted a long time ago on this discussion but the image is no longer available! ;)
Hello! I have been away for 3 months and was not able to log onto this site from the location I was in. It kept on saying that access was denied (?). Anyway - I came back to the UK yesterday and am trying to do some catching up on the forum.

The Rodland graphics I had created were taken from the Amiga version and redrawn with some optimization. This included the two main sprites which I traced into wide pixel format, the first level enemies and special effects.The background was also taken from the Amiga and was "sort of" optimized, but the Amiga has more vertical pixels on the screen than the CPC, so the top of it is a little chopped off. At that time of doing the graphics, I wanted to see if it was possible to just do a flat out direct copy, with as little graphical optimization as possible. This is quite illogical of course, but I just wanted to find out a little more of the CPC capabilities.
I think I also completed the background tiles for the castle level where you have the bunny rabbit enemies. All the sheets are somewhere on my old thinkpad computer.
Title: Re: Rodland
Post by: sigh on 15:32, 18 June 20
It would do very well on the standard CPC in 16-color, Mode 0 

P.S. - The photo is not mine. It had been posted a long time ago on this discussion but the image is no longer available! ;)

Hello! I have been away for 3 months and was not able to log onto this site from the location I was in. It kept on saying that access was denied (?). Anyway - I came back to the UK yesterday and am trying to do some catching up on the forum.

The Rodland graphics I had created were taken from the Amiga version and redrawn with some optimization. This included the two main sprites which I traced into wide pixel format, the first level enemies and special effects.The background was also taken from the Amiga and was "sort of" optimized, but the Amiga has more vertical pixels on the screen than the CPC, so the top of it is a little chopped off. At that time of doing the graphics, I wanted to see if it was possible to just do a flat out direct copy, with as little graphical optimization as possible. This is quite illogical of course, but I just wanted to find out a little more of the CPC capabilities.
I think I also completed the background tiles for the castle level where you have the bunny rabbit enemies. All the sheets are somewhere on my old thinkpad computer.
Title: Re: Rodland
Post by: Gryzor on 11:19, 19 June 20
Hello Sigh, welcome back!

Some countries are sadly blocked due to spam influx from time to time. Instead of building defenses, and since those countries have minimal real interest in the CPC entire IP ranges are blocked from accessing the site.

If you, or anyone else, find yourself in such a position in the future, do email me and I'll resolve the issue. Or contact me on Twitter (@krakout).
Title: Re: Rodland
Post by: VincentGR on 11:29, 19 June 20
Hello Sigh, welcome back!

Some countries are sadly blocked due to spam influx from time to time. Instead of building defenses, and since those countries have minimal real interest in the CPC entire IP ranges are blocked from accessing the site.

If you, or anyone else, find yourself in such a position in the future, do email me and I'll resolve the issue. Or contact me on Twitter (@krakout).


Sometimes google dns helps or a free vpn.
Title: Re: Rodland
Post by: Gryzor on 11:30, 19 June 20
Not "sometimes", always :)
Title: Re: Rodland
Post by: pelrun on 12:51, 19 June 20
Explains why I can't get to the forums when I'm at work, though now I'm wondering what country I appear to be from when I'm there! :D
Title: Re: Rodland
Post by: Gryzor on 13:19, 19 June 20
Huh, that's weird - a little bit.

In general I use compiled IP range lists that exist online to fight spambots, but of course an IP range cannot always be attributed 100% correctly. So mistakes can happen.

If you can tell me what error you see, but also if you can send me your IP at work, I'll look into it!
Title: Re: Rodland
Post by: sigh on 20:59, 19 June 20
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)
Found some of them. The sprite sheet I was using was from the Arcade and not the Amiga :picard:

(https://i.imgur.com/6VquxjS.gif)

(https://i.imgur.com/fmA6RL1.gif)

(https://i.imgur.com/aWV0xxI.gif)
Title: Re: Rodland
Post by: sigh on 14:42, 22 June 20
Here are the rest that I found:



(https://i.imgur.com/mp1QsDs.gif)                     


(https://i.imgur.com/uQqbHR2.gif)

(https://i.imgur.com/vWoVnyR.gif)



(https://i.imgur.com/Oi74d1T.gif)
Title: Re: Rodland
Post by: sigh on 14:44, 22 June 20
...the last background I had worked on:

(https://i.imgur.com/6wZDdQ4.gif)

(https://i.imgur.com/VX1aQJY.gif)
Title: Re: Rodland
Post by: Vince on 16:03, 22 June 20
It's a small world.

I am currently working on a game using the Rodland sprites as placeholders. I think I have all of the graphics aside from the Ladder and Flowers from both the Arcade and Amiga versions.


There are frames for the characters all crying but I never have noticed them doing this either on the Arcade or Amiga? Maybe it only happens when you hit a baddie then leave them alone rather than killing them?


First thing I did was I got rid of all of those.


You probably know about the hidden sequel / levels ? The Fairy that you see in the Amiga and other versions is actually the one from the hidden game.


Edit: Spelling.
Title: Re: Rodland
Post by: Mr. DVG on 20:17, 22 June 20
It's a small world.

I am currently working on a game using the Rodland sprites as placeholders. I think I have all of the graphics aside from the Ladder and Flowers from both the Arcade and Amiga versions.


There are frames for the characters all crying but I never have noticed them doing this either on the Arcade or Amiga? Maybe it only happens when you hit a baddie then leave them alone rather than killing them?


First thing I did was I got rid of all of those.


You probably know about the hidden sequel / levels ? The Fairy that you see in the Amiga and other versions is actually the one from the hidden game.


Edit: Spelling.
I highlight this second part (activated with a cheat mode in the original arcade) in an information sheet that I made years ago on my wiki.

Sorry, the sheet is very comprehensive, but the language is only Italian... :-\

http://www.dizionariovideogiochi.it/doku.php?id=rod-land
Title: Re: Rodland
Post by: Vince on 20:25, 22 June 20
@Mr. DVG (https://www.cpcwiki.eu/forum/index.php?action=profile;u=939), I thought that if you complete the game without losing a life, that you can also activate the bonus game/levels ?

Am I wrong?


It is a wonderful game. Every version seems to be very good, though the CPC is one is very slow. It looks pretty good.


I understand the idea of the remake it makes perfect sense, unlike some other remakes.  :D
Title: Re: Rodland
Post by: Vince on 20:35, 22 June 20

I highlight this second part (activated with a cheat mode in the original arcade) in an information sheet that I made years ago on my wiki.

Sorry, the sheet is very comprehensive, but the language is only Italian... :-\

http://www.dizionariovideogiochi.it/doku.php?do=search&id=rod-land (http://www.dizionariovideogiochi.it/doku.php?do=search&id=rod-land)


ah! grazie mille

quel link non ha funzionato, ma ho trovato questo, lo fa!

http://www.dizionariovideogiochi.it/doku.php?id=rod-land (http://www.dizionariovideogiochi.it/doku.php?id=rod-land)

Molto completo! Lo stamperò, davvero molto utile!


Saluti!



English: That like does not work, but I found this one, that does. It is very comprehensive, I will print it, thank you
  :D
Title: Re: Rodland
Post by: Mr. DVG on 20:41, 22 June 20


ah! grazie mille

quel link non ha funzionato, ma ho trovato questo, lo fa!

http://www.dizionariovideogiochi.it/doku.php?id=rod-land (http://www.dizionariovideogiochi.it/doku.php?id=rod-land)

Molto completo! Lo stamperò, davvero molto utile!


Saluti!



English: That like does not work, but I found this one, that does. It is very comprehensive, I will print it, thank you
  :D

It is always activated via cheat mode. This trick is revealed when you finish the game in the arcade version.

The Amstrad version is terrible, let's hope someone does justice to this beautiful game! :D
Title: Re: Rodland
Post by: Vince on 20:50, 22 June 20
@Mr. DVG (https://www.cpcwiki.eu/forum/index.php?action=profile;u=939)


ah , Yes, now I remember. A bit like with Bubble Bobble! This game and its ways, but brilliant in its own right!

Your site is very well done. It takes a lot of work to do such a thing!


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)
Title: Re: Rodland
Post by: Vince on 20:53, 22 June 20
The Amstrad version is terrible, let's hope someone does justice to this beautiful game! :D


It looks ok. Everything looks to be in there, it is just very very slow! Which I do not understand as the Spectrum version is very fast and smooth and the CPC has a faster processor.  :picard:




I think it is fair to say that, Rod-Land CPC was just really badly done.

There is no excuse with this, it doesn't even scroll in game and you don't even need to do that, just fade in new level if you had to.


Edit: (added comment above)
Title: Re: Rodland
Post by: Mr. DVG on 21:04, 22 June 20
@Mr. DVG (https://www.cpcwiki.eu/forum/index.php?action=profile;u=939)

Your site is very well done. It takes a lot of work to do such a thing!


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)

Thanks for the appreciation, that wiki has been my favorite hobby for more than 10 years!

There is really a lot (too much) material up there! :-\
Title: Re: Rodland
Post by: Vince on 21:10, 22 June 20
There is really a lot (too much) material up there! :-\


No, it is a great resource for people like me !
Do you cover Bubble Bobble ?


---

The Spectrum version of Rod-Land, has to be one of the best games on the system!!


It is brilliantly done. They got rid of the colour and the backgrounds for clarity
and I think that really works.

Not sure if I think the 'Colour Mod' is good or bad. ?

I'd be interested to hear what others here think of the Colour Mod for the Spectrum version.


The original plays like a dream. Very smooth. The falling. It is in feel just as the Arcade and that is the best thing I could say.
Title: Re: Rodland
Post by: Mr. DVG on 21:37, 22 June 20

No, it is a great resource for people like me !
Do you cover Bubble Bobble ?


---

The Spectrum version of Rod-Land, has to be one of the best games on the system!!


It is brilliantly done. They got rid of the colour and the backgrounds for clarity
and I think that really works.

Not sure if I think the 'Colour Mod' is good or bad. ?

I'd be interested to hear what others here think of the Colour Mod for the Spectrum version.


The original plays like a dream. Very smooth. The falling. It is in feel just as the Arcade and that is the best thing I could say.

Bubble Bobble I have an information sheet, but it is completely to be revised. ::)

The Spectrum version is a masterpiece (and runs in just 48K). :o

What do you mean by "Color Mod"? A conversion of the Spectrum version for Amstrad CPC with the use of color? Or the use of color on the Spectrum version? (in that case the color clash would be unacceptable which is why we opted for monochrome) :)
Title: Re: Rodland
Post by: Vince on 00:46, 23 June 20
Bubble Bobble I have an information sheet, but it is completely to be revised. ::) 
Ah! BB is my favourite game of all time! I may be able to help you. I have a whole folder of information about the game and it is quite extensive.
The Spectrum version is a masterpiece (and runs in just 48K). :o 

Incredible! Just incredible. It has absolutely everything, save for the hidden game. The hidden game has been missed by all the people working on conversions.

I prefer the animals and cuteness of the main game. The war and science of the second game doesn't make sense to me.

What do you mean by "Color Mod"? A conversion of the Spectrum version for Amstrad CPC with the use of color?

The Colour Mod is the Spectrum version where someone has added colour. It has added 'colour clash'.

I prefer the original... even though I always complained about all games being monochrome on the Spectrum as a kid.

If it works on any game, it works on this.
Title: Re: Rodland
Post by: Vince on 00:55, 23 June 20
https://www.youtube.com/watch?v=ohv4Wl47koI (https://www.youtube.com/watch?v=ohv4Wl47koI)


This is a video of the Modded game.


I know it is colourful, but it also clashes all over the place. I understand some clever guy recently found a way to stop colour-clash on the Spectrum, but I forget the game it was done in.
Title: Re: Rodland
Post by: Mr. DVG on 02:36, 23 June 20
Ah! BB is my favourite game of all time! I may be able to help you. I have a whole folder of information about the game and it is quite extensive.
Incredible! Just incredible. It has absolutely everything, save for the hidden game. The hidden game has been missed by all the people working on conversions.

Thanks for collaboration! I also have a lot of material, but I am working on other cards at the moment and on Bubble Bobble on the net you can find whole books that talk about it ... to have the time! :-[ 
As soon as I have a couple of free months I will start working on it!



I prefer the animals and cuteness of the main game. The war and science of the second game doesn't make sense to me.

The Colour Mod is the Spectrum version where someone has added colour. It has added 'colour clash'.

I prefer the original... even though I always complained about all games being monochrome on the Spectrum as a kid.


If it works on any game, it works on this.

I didn't know this colorful version of Rodland for Speccy! It looks very good, but I also prefer the "old" monochromatic version! :D
Title: Re: Rodland
Post by: Carnivius on 16:18, 23 June 20
Really like that colour mod of Rodland on Spectrum.  Way better.  I don't mind some colour clash if it means I can actually see some colour.  The all-mono looks bores the hell out of me especially on a cute arcade game.

Turns out the guy who added colour did so with some other games too such as Golden Axe, Renegade, Pac-Land, After The War etc.  I downloaded some of them from:
https://www.everygamegoing.com/landingAuthor/index/author_id/6537/author_name/Rafal%20Miazga/ (https://www.everygamegoing.com/landingAuthor/index/author_id/6537/author_name/Rafal%20Miazga/)Trying to find digital versions of Rod-Land, Renegade and some others cos it links to a site where you have to pay for cassette and i just want the rom :P
Found Rod-Land and some at https://www.zx-spectrum.cz/index.php?cat1=4&cat2=2&article_id=coloured.php
Title: Re: Rodland
Post by: Vince on 18:09, 23 June 20
Actually.


I've just run a complete longplay mp4 side by side and do you know what?

I now think, having watched it through, that they did a fine job. B


Because there is no background, it is still very clear so the colour clash doesn't say matter as much as if there had been a full screen background behind the rest. I'm not too keen on the backdrops in the Arcade or Amiga version and perhaps my way , not on 8 bits of course , would be to use Alpha blending to darken the background layer so that it enhanced the distiction.


Yeah. Looking at it like that they did a good job!

NB: Maybe because I have watched the mono video a hell of a lot recently (long story), I am just 'used to it'.


I see whoever has done this has been wise to select their colours carefully for each screen.


Does the Rod-land Spectrum mod run on a native 48k machine or is it 128k only ?
Title: Re: Rodland
Post by: sigh on 20:15, 23 June 20

Does the Rod-land Spectrum mod run on a native 48k machine or is it 128k only ?
48kb.
This is one Spectrum game that I wish the CPC had a Speccy port of.
Title: Re: Rodland
Post by: Vince on 20:51, 23 June 20

@sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104)

Ha! Yeah.


I think it is one of the very best Spectrum games going. I used to know the artist, Shaun, but we fell out, which was a massive shame, but I cannot not acknowledge the incredible job he did on this game (and many of his others for that matter, to be fair).


The Amstrad port 'looks' quite good, but man it is so so so very slow which I cannot work out, not only is it a fixed screen platformer with no scrolling, but you also have a faster processor.
Title: Re: Rodland
Post by: Nich on 23:42, 23 June 20
I know it is colourful, but it also clashes all over the place. I understand some clever guy recently found a way to stop colour-clash on the Spectrum, but I forget the game it was done in.

Are you thinking of Pac-Land?
Title: Re: Rodland
Post by: Vince on 01:13, 24 June 20



https://www.youtube.com/watch?v=ohv4Wl47koI (https://www.youtube.com/watch?v=ohv4Wl47koI)

I know it is colourful, but it also clashes all over the place.


Are you thinking of Pac-Land?
I think I was being quite unfair actually, they did a good job. I refer you to my later post-

Actually.


I've just run a complete longplay mp4 side by side and do you know what?

I now think, having watched it through, that they did a fine job.

Because there is no background, it is still very clear so the colour clash doesn't say matter as much as if there had been a full screen background behind the rest.
NB: Maybe because I have watched the mono video a hell of a lot recently (long story), I am just 'used to it' ?

I see whoever has done this has been wise to select their colours carefully for each screen.
Title: Re: Rodland
Post by: Vince on 01:44, 24 June 20
@Nich (https://www.cpcwiki.eu/forum/index.php?action=profile;u=53) . Not sure now if you were referring to the clash or the game without clash.

I remember clearly years ago seeing a spectrum game without clash completely.


I forget the name, but recently a game was given big plaudits for pulling off the same trick and the same way I believe, but I can't think of the name of that one either.
Title: Re: Rodland
Post by: Carnivius on 04:15, 24 June 20

I remember clearly years ago seeing a spectrum game without clash completely.


I forget the name, but recently a game was given big plaudits for pulling off the same trick and the same way I believe, but I can't think of the name of that one either.
Do you mean ones that move everything in chunks of 8 pixels (which works great on fast moving games with large characters but not much use for games with small characters and needing to scroll smoothly)? 
Like Astro Marine Corps?
https://www.youtube.com/watch?v=z0yNtFWm6i8 (https://www.youtube.com/watch?v=z0yNtFWm6i8)

A recent game doing similar is the rather beautiful Valley of Rains which is very similar to the 80s game Savage (by Dave Perry and Nick Bruty)
https://www.youtube.com/watch?v=I6nPqgR0PK8 (https://www.youtube.com/watch?v=I6nPqgR0PK8)
Title: Re: Rodland
Post by: Vince on 07:57, 24 June 20
I don't know exactly, but I would have assumed moving 8 pixels? at a time would be a very jerky experience.

The one I remember clearly was a kind of shoot 'em up thing. I don't think it moved that rapidly, though the
scroll was smooth and fast.


I always wondered if it was possible to swap the colours over quick enough to avoid it that way, especially on a flick screener.


Or can you not draw the main 'sprite' 'mob' 'bob' behind scenery would that do anything ?

I'll do my best to find the game I am talking about
Title: Re: Rodland
Post by: andycadley on 11:02, 24 June 20
Are you thinking of Old Tower, which uses multicolour tricks (think along the lines of rasters) to create the impression of smooth scrolling, clash free colour:

https://youtu.be/4rHJEpqoH3A

As for a "faster processor" it's not quite that simple. The Amstrad suffers from uniform contention no matter where in ROM or RAM you access, so there is always some slowdown. In contrast the Speccy is only contended when it absolutely has to be, so it is possible to squeeze the full performance out of the code. This also has the side effect that when code is directly moved from the Speccy to the CPC, as was common, it's rarely optimised for the CPC. Coupled with the fact you are also pushing something like four times as much graphics data around, it's not surprising the CPC versions are often somewhat slower.
Title: Re: Rodland
Post by: Vince on 11:26, 24 June 20
Are you thinking of Old Tower, which uses multicolour tricks (think along the lines of rasters) to create the impression of smooth scrolling, clash free colour:

https://youtu.be/4rHJEpqoH3A (https://youtu.be/4rHJEpqoH3A)


No I wasn't but that's great. I'll check that one out.

Do you know any more about the 'tricks' used ?
As for a "faster processor" it's not quite that simple. The Amstrad suffers from uniform contention no matter where in ROM or RAM you access, so there is always some slowdown. In contrast the Speccy is only contended when it absolutely has to be, so it is possible to squeeze the full performance out of the code. This also has the side effect that when code is directly moved from the Speccy to the CPC, as was common, it's rarely optimised for the CPC. Coupled with the fact you are also pushing something like four times as much graphics data around, it's not surprising the CPC versions are often somewhat slower.



Ah, Right, ok. Thanks for this!


Why are you pushing 4x the graphics data around?

(I want to convert some of my games. I've got one or two books on asm for the CPC but they don't seem to have too much on the memory layout and make up of the CPC specifically - any recommends would be much appreciated !)



Title: Re: Rodland
Post by: Vince on 11:42, 24 June 20
@andycadley (https://www.cpcwiki.eu/forum/index.php?action=profile;u=327)


Andy.


Proves the whole point of coding the games from line one on the target machine really. Can you elaborate or point me in the direction of some more information on coding the CPC series? I've got a book or two on asm but they have a lot of gaps when it comes to explaining the hardware set-up.


In contrast, I've got books on the c64 that are incredibly comprehensive, going right down to the number of cycles.







Edit: woke up this morning not knowing how to spell 'Elaborate'.

Title: Re: Rodland
Post by: Sykobee (Briggsy) on 12:13, 24 June 20

I'm not sure about 4x - it depends on the porting technique - the following is very rough:

A common Speccy port technique is to retain the spectrum rendering code to a buffer that looks like the Spectrum screen layout, emulate or drop the attributes completely, and then copy that buffer into CPC screen memory at the end. So there's 1x the standard rendering code, +copy (read 1x, transform 1bpp Speccy to CPC 2bpp (possibly reading 1 attribute as well per 8 bytes) which is a table lookup, write (twice as much)). That's 5x the memory accesses.


A better port replaces the spectrum renderer with direct to CPC screen memory rasterisation of the Speccy graphics - that saves using the intermediary buffer. 3x the memory accesses.


A great port changes the spectrum graphics with CPC graphics, removes the transform stage, but obviously is reading twice the data. It also needs twice the game graphics data memory, luckily the extra RAM on the CPC helps here, especially if you've configured a Speccy size screen. So even in this best case, you're still doing twice the work. It could turn a 25fps spectrum game into a 17fps CPC game. Target machine optimisation was important - but there was no time in the game port budget for that.


And that's before considering non-aligned sprites, masking and merging sprites onto whatever is on the screen already which requires its own memory accesses and logic.


And that's why computers with hardware sprites like the C64 were popular with coders!
Title: Re: Rodland
Post by: Carnivius on 13:37, 24 June 20
yep.  Still, a new port of Rod Land could easily improve on the speed issues of the original port. We've seen far more impressive games running at faster speeds.  Guess it depends who wants to actually make such a thing though.  Sigh's improved graphics sure deserve to be used.
Title: Re: Rodland
Post by: Axelay on 15:46, 24 June 20

48kb.
This is one Spectrum game that I wish the CPC had a Speccy port of.


A spectrum port is not about the graphics, it's about the code.  In all likelihood it is a spectrum port.

The Amstrad port 'looks' quite good, but man it is so so so very slow which I cannot work out, not only is it a fixed screen platformer with no scrolling, but you also have a faster processor.


Basically it looks like it probably is a spectrum port with no thought put in to how the code design would work on CPC.  Even if not a spectrum port, it's been coded like one.  There's two main things it's doing that really weren't ever going to work well on the CPC that take the vast majority of the time.  One was the pretty common use in spectrum ports of a software copied back buffer with a string of LDI instructions.  With such a comparatively large play area for employing that method, it takes around 2.7 screen refreshes.  So that's down to 17fps to do 'nothing'.  Then there's how it handles updating that back buffer.  It doesn't just update what's animated or moved, no dirty tiles, it reprints the entire background screen every frame.  That also takes over 2.7 screen refreshes.  Add over a screen refresh for everything else and you have a game running at 7.5 fps and down.
Title: Re: Rodland
Post by: Vince on 16:30, 24 June 20
yep.  Still, a new port of Rod Land could easily improve on the speed issues of the original port. We've seen far more impressive games running at faster speeds.  Guess it depends who wants to actually make such a thing though.  Sigh's improved graphics sure deserve to be used.

Yeah, there is a good game to be made here. It isn't a technically demanding game by any stretch.

It looks like it probably is a spectrum port with no thought put in to how the code design would work on CPC.  Even if not a spectrum port, it's been coded like one.  There's two main things it's doing that really weren't ever going to work well on the CPC that take the vast majority of the time.  One was the pretty common use in spectrum ports of a software copied back buffer with a string of LDI instructions.  With such a comparatively large play area for employing that method, it takes around 2.7 screen refreshes.  So that's down to 17fps to do 'nothing'.  Then there's how it handles updating that back buffer.  It doesn't just update what's animated or moved, no dirty tiles, it reprints the entire background screen every frame.  That also takes over 2.7 screen refreshes.  Add over a screen refresh for everything else and you have a game running at 7.5 fps and down.
Ok with that in mind. Is it not possible and forgive me if this is 100% nonsense as I have yet to code a game for the system

How much have I got wrong, it's fine. Just spitballing.

Also if needed why not have a small backbuffer just for the 'sprites'.
Title: Re: Rodland
Post by: andycadley on 17:19, 24 June 20

No I wasn't but that's great. I'll check that one out.

Do you know any more about the 'tricks' used ?



In principle, it's just a matter of re-writing the attribute memory whilst the frame is being displayed. It's a bit more complex than that because the Speccy doesn't have any line interrupts to help so the whole thing has to be synchronised to the display and run with exact timing (which varies between Speccy models). There are modern engines like Bifrost and Nirvana which can some of the complexity out of multicolour rendering, but you're also severely limiting the amount of processing the available for game logic so they tend to be simpler titles overall.


Why are you pushing 4x the graphics data around?

(I want to convert some of my games. I've got one or two books on asm for the CPC but they don't seem to have too much on the memory layout and make up of the CPC specifically - any recommends would be much appreciated !)


Because I can't math first thing in the morning.  :laugh:


It is more like a minimum of 2x, because the Speccy display is always 1bpp whereas the equivalent screen mode on the CPC is 2bpp (and others change pixel size rather than memory usage).


Much is made of the fact the CPC should therefore need 2x the memory for graphics, but that is only true for static backgrounds. On the Speccy you typically can't get away with treating a zero pixel as transparent (as it all just leads to everything bleeding together) so sprites almost always end up needing a mask to go with them.


The wiki pages are a good place to start as most of the information needed can be found there. And of course if you have specific questions then asking in the forum's here will almost certainly get you answers from some of the best CPC coders around (and other mere mortals like myself)
Title: Re: Rodland
Post by: Vince on 20:20, 24 June 20
So...

Say you had a 1 screen puzzler or a 1 screen platformer, in theory I should be able to avoid clash?  :)
Title: Re: Rodland
Post by: andycadley on 20:57, 24 June 20
Not entirely. The ULA only reads the attribute memory once for every 8 pixels, so no matter what you do you are limited to 2 colours every 8 pixels. And then there are limits on how fast you can update the display and prep for the next frame, so all engines will have to make certain compromises somewhere. There are plenty of puzzle games that do manage quite well though.
Title: Re: Rodland
Post by: Vince on 21:02, 24 June 20
Not entirely. The ULA only reads the attribute memory once for every 8 pixels, so no matter what you do you are limited to 2 colours every 8 pixels. And then there are limits on how fast you can update the display and prep for the next frame, so all engines will have to make certain compromises somewhere. There are plenty of puzzle games that do manage quite well though.


Ok. I found the game I remembered from BITD. It's this:
https://www.youtube.com/watch?v=Vd2VPPTI6DU (https://www.youtube.com/watch?v=Vd2VPPTI6DU)


I don't know if it is a good game but I was knocked out when I saw it. I thought, 'that's a speccy! How!'.




Edit: Removed rogue tag.
Title: Re: Rodland
Post by: andycadley on 21:12, 24 June 20
The play area is mostly monochrome and the spot colour carefully restricted to attribute squares so that it can't clash with anything. It's one of those games that shows what happens when you lean in to the limitations of a machine and design around it rather than trying to avoid them.
Title: Re: Rodland
Post by: Carnivius on 22:46, 24 June 20
The play area is mostly monochrome and the spot colour carefully restricted to attribute squares so that it can't clash with anything. It's one of those games that shows what happens when you lean in to the limitations of a machine and design around it rather than trying to avoid them.
Yeah it's basically just doing the same thing as the games I linked to videos of but way simpler, much less complicated sprite design and not scrolling or anything. 
Title: Re: Rodland
Post by: OneVision on 10:38, 25 June 20
@sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104) : Hello ! Your work on RodLand was so inspiring to me ! This is an awesome job.


I really liked the game back at the day and wanted to have fun trying to recreate the spirit on my side for the PLUS.


Here's an update : (https://zupimages.net/up/20/26/tb2k.png)
Title: Re: Rodland
Post by: sigh on 10:51, 25 June 20
@OneVision (https://www.cpcwiki.eu/forum/index.php?action=profile;u=3156)

That looks great and very much like the arcade. You should try and put the HUD in too to show a completed screen.
Title: Re: Rodland
Post by: Nich on 23:26, 25 June 20
@Nich (https://www.cpcwiki.eu/forum/index.php?action=profile;u=53) . Not sure now if you were referring to the clash or the game without clash.

The commercial release of Pac-Land featured two-colour graphics, but someone reverse engineered the code a few years ago and discovered that there was a way to reintroduce the colour. The sprites use the same colour as the background scenery, so you could say there is still some colour clash.

Quote
I remember clearly years ago seeing a spectrum game without clash completely.

I forget the name, but recently a game was given big plaudits for pulling off the same trick and the same way I believe, but I can't think of the name of that one either.

Lightforce (https://spectrumcomputing.co.uk/entry.php?id=2882) was hailed at the time of its release for minimising colour clash on the Spectrum. IIRC, when a few of the magazine reviewers saw it playing for the first time, they weren't convinced it was running on a Spectrum! ???
Title: Re: Rodland
Post by: Vince on 23:30, 25 June 20
Lightforce (https://spectrumcomputing.co.uk/entry.php?id=2882) was hailed at the time of its release for minimising colour clash on the Spectrum. IIRC, when a few of the magazine reviewers saw it playing for the first time, they weren't convinced it was running on a Spectrum! ???
right, but Jesus how jittery is it ?
Title: Re: Rodland
Post by: Vince on 03:26, 26 June 20
@sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104) : Hello ! Your work on RodLand was so inspiring to me ! This is an awesome job.


I really liked the game back at the day and wanted to have fun trying to recreate the spirit on my side for the PLUS.


Here's an update : (https://zupimages.net/up/20/26/tb2k.png)


looks great,  8) 8) 8) but why is it so wide?

Original arcade is 16 blocks / tiles wide by 14 high. yours is 14 high but 30? wide
Title: Re: Rodland
Post by: OneVision on 11:05, 26 June 20

looks great,  8) 8) 8) but why is it so wide?

Original arcade is 16 blocks / tiles wide by 14 high. yours is 14 high but 30? wide


It's just that I have put side by side the two first stages to work on the same palette, but you're totally right, a single stage is half the width of this screen.
Title: Re: Rodland
Post by: Carnivius on 11:25, 26 June 20
The commercial release of Pac-Land featured two-colour graphics, but someone reverse engineered the code a few years ago and discovered that there was a way to reintroduce the colour. The sprites use the same colour as the background scenery, so you could say there is still some colour clash.

Yeah I mentioned Pac-Land and with a link to the modded file. :D

Really like that colour mod of Rodland on Spectrum.  Way better.  I don't mind some colour clash if it means I can actually see some colour.  The all-mono looks bores the hell out of me especially on a cute arcade game.

Turns out the guy who added colour did so with some other games too such as Golden Axe, Renegade, Pac-Land, After The War etc.  I downloaded some of them from:
https://www.everygamegoing.com/landingAuthor/index/author_id/6537/author_name/Rafal%20Miazga/ (https://www.everygamegoing.com/landingAuthor/index/author_id/6537/author_name/Rafal%20Miazga/)Trying to find digital versions of Rod-Land, Renegade and some others cos it links to a site where you have to pay for cassette and i just want the rom :P
Found Rod-Land and some at https://www.zx-spectrum.cz/index.php?cat1=4&cat2=2&article_id=coloured.php (https://www.zx-spectrum.cz/index.php?cat1=4&cat2=2&article_id=coloured.php)
Title: Re: Rodland
Post by: Vince on 13:12, 26 June 20

It's just that I have put side by side the two first stages to work on the same palette, but you're totally right, a single stage is half the width of this screen.


Good stuff, OneVision!  ;D 

I thought for a moment you had decided to opt for the NES version idea.

Problem is, when a game is designed as a one screener, that tight fast action would be completely ruined (in my mind) if it were expanded outwards like the NES version.


As you are would be fantastic !




Edit: random size tags?
Title: Re: Rodland
Post by: Vince on 17:10, 26 June 20

It's just that I have put side by side the two first stages to work on the same palette, but you're totally right, a single stage is half the width of this screen.


So... OneVision, what's the score, are you taking on this project ?
Title: Re: Rodland
Post by: Vince on 17:21, 26 June 20

It's just that I have put side by side the two first stages to work on the same palette, but you're totally right, a single stage is half the width of this screen.


I think I was tricked by the near seamless background. Because it scrolls left to right to arrive at level 2.


Would you do the first screen scroll from left to right or scrap it?


If I remember rightly it was the only level to do so.


The rest either switch to cut-scene or scroll up. Saying that, there is no reason to even bother with the scrolling, you could just fade in or cut to the next level.

Never thought waiting for the next level to arrive (finish scrolling in) added anything to the game anyway.
Title: Re: Rodland
Post by: sigh on 17:45, 26 June 20

I think I was tricked by the near seamless background. Because it scrolls left to right to arrive at level 2.


Would you do the first screen scroll from left to right or scrap it?


If I remember rightly it was the only level to do so.


The rest either switch to cut-scene or scroll up. Saying that, there is no reason to even bother with the scrolling, you could just fade in or cut to the next level.

Never thought waiting for the next level to arrive (finish scrolling in) added anything to the game anyway.
On the Atari ST, the level scrolls up. I guess this was due to the scrolling abilities of the ST.
Title: Re: Rodland
Post by: OneVision on 18:25, 26 June 20

So... OneVision, what's the score, are you taking on this project ?


Hello,


I'm already working with someone on the Wonderboy remake for OLD but I finished all sprites and animations.
TNZS for PLUS is on hold the time Alcon is finished.
I'd like to work on Rod Land for PLUS, why not with @sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104) 's graphics if he's OK ?
But the main problem is to find a coder, as usual.

Title: Re: Rodland
Post by: OneVision on 18:41, 26 June 20

Good stuff, OneVision!  ;D 

I thought for a moment you had decided to opt for the NES version idea.

Problem is, when a game is designed as a one screener, that tight fast action would be completely ruined (in my mind) if it were expanded outwards like the NES version.


As you are would be fantastic !




Edit: random size tags?




I think this game has been made for one screen action, as per arcade and should be adapted this way also.
Title: Re: Rodland
Post by: Vince on 19:05, 26 June 20

On the Atari ST, the level scrolls up. I guess this was due to the scrolling abilities of the ST.



Yeah, exactly, but to be fair, it only scrolls that way for the first level.

I think the devs realised that is was quite jerky for whatever reason. If you watch a youtube of the Arcade playthrough, after that scroll every other is up, aside from those that just cut to the cut-scenes.



Hello,


I'm already working with someone on the Wonderboy remake for OLD but I finished all sprites and animations.
TNZS for PLUS is on hold the time Alcon is finished.
I'd like to work on Rod Land for PLUS, why not with @sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104) 's graphics if he's OK ?
But the main problem is to find a coder, as usual.



Bonjour, mon ami, Hello mate!


I assumed you were a coder. Sorry.

I have an incredible respect for artists. As a coder who can't draw. I'd love to get a project going on the CPC but this is probably too big for a first byte.


I'm working on a similar game on the PC! It just shows how brilliant and much loved the game is!!
 :D



Edit: ^ comment added.
Title: Re: Rodland
Post by: sigh on 19:22, 26 June 20

I'd like to work on Rod Land for PLUS, why not with @sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104) 's graphics if he's OK ?

Feel free to use them.
However - they were traced and modified from the arcade sprites and background tiles, so there may not be enough screen height in regards to the background tiles. It cuts off the top a little.
Title: Re: Rodland
Post by: Vince on 19:28, 26 June 20
However - they were traced and modified from the arcade sprites and background tiles, so there may not be enough screen height in regards to the background tiles. It cuts off the top a little.
What do you mean by cuts off the top? They look right to me. It's the right scale 16x14 blocks. Not sure what I am missing? You've done a fine job.
Title: Re: Rodland
Post by: sigh on 04:13, 27 June 20
The graphics are traced from the arcade and the arcade has more vertical pixel height than the CPC. The arcade is 256x224. The CPC vertical height only reaches 200.Therefore it is missing 24 pixels.

(https://i.imgur.com/gWRH6xJ.png)

I had already realized this when tracing the sprites, but at the time, I had all these crazy ideas that some overscan could be used to gain the extra 24 pixels! I basically was looking to do a pixel perfect port of the arcade - using wide pixel instead of course :laugh: .
The missing 24 pixels at the top means that when the player puts a ladder at the top and climbs up, the player sprite would disappear.

How much that would affect the gameplay? It would be annoying, but not unplayable.


Title: Re: Rodland
Post by: Vince on 06:06, 27 June 20


Edit|Reply got superseded by a better answer.
Title: Re: Rodland
Post by: Axelay on 07:47, 27 June 20
The graphics are traced from the arcade and the arcade has more vertical pixel height than the CPC. The arcade is 256x224. The CPC vertical height only reaches 200.Therefore it is missing 24 pixels.


A standard CPC screen is any combination of height and width that totals 1024 characters or less - and fits on the screen of course.  Because you appear to have reduced the CPC screen's width to 32 characters (128 mode 0 pixels), that would allow for a height of up to 32 characters, or 256 pixels, so there's no reason you couldn't go 224 pixels high, no overscan required.
Title: Re: Rodland
Post by: OneVision on 10:28, 27 June 20
Feel free to use them.
However - they were traced and modified from the arcade sprites and background tiles, so there may not be enough screen height in regards to the background tiles. It cuts off the top a little.


Thank you @sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104) : I'll take some time to include your sprites (that looks better than mine) into the background I already did. To see how it works.
I assume you used a unique 16 color palettes for heroes bonus and items to take benefit from the HW sprites of the PLUS ? And 16 other colors for backgrounds or some enemies ?



Title: Re: Rodland
Post by: Vince on 11:54, 27 June 20

A standard CPC screen is any combination of height and width that totals 1024 characters or less - and fits on the screen of course.  Because you appear to have reduced the CPC screen's width to 32 characters (128 mode 0 pixels), that would allow for a height of up to 32 characters, or 256 pixels, so there's no reason you couldn't go 224 pixels high, no overscan required.


Great! Much better reply than mine. I'd just said chop off the wooden bottom row and use that added space for headroom at the top of the screen!
Title: Re: Rodland
Post by: sigh on 12:36, 27 June 20

A standard CPC screen is any combination of height and width that totals 1024 characters or less - and fits on the screen of course.  Because you appear to have reduced the CPC screen's width to 32 characters (128 mode 0 pixels), that would allow for a height of up to 32 characters, or 256 pixels, so there's no reason you couldn't go 224 pixels high, no overscan required.

*I had no idea about this! I always thought that the maximum height on the CPC was 200 pixels. :o


Thank you @sigh (https://www.cpcwiki.eu/forum/index.php?action=profile;u=104) : I'll take some time to include your sprites (that looks better than mine) into the background I already did. To see how it works.
I assume you used a unique 16 color palettes for heroes bonus and items to take benefit from the HW sprites of the PLUS ? And 16 other colors for backgrounds or some enemies ?
It is 16 colours, however - I did not assign a colour for transparency, which would mean that a mask would have to be used for the sprites.
Another thing is that your colour palette is closer to the arcade, so the graphics I did would need to be re-coloured.


* Xyphoe Fantasy is 320 x224.
Title: Re: Rodland
Post by: OneVision on 17:30, 28 June 20
Duly noted.


Thanks !
Title: Re: Rodland
Post by: sigh on 20:17, 28 June 20
Duly noted.


Thanks !
Sorry, I double checked again! It's actually 15 colours and not 16. So a colour can be assigned for transparency - no masking is needed.
Title: Re: Rodland
Post by: andycadley on 21:20, 28 June 20
* Xyphoe Fantasy is 320 x224.


That requires overscan techniques to use more than one 16K bank for the screen though. If you're reducing the width to 256 pixels you can gain some height without needing to use more than one bank.
Title: Re: Rodland
Post by: Vince on 22:52, 28 June 20
ok, so, that's all the grooves ironed out, we just need a plucky volunteer to step forward and take on the coding...  :)
Title: Re: Rodland
Post by: sigh on 14:06, 02 July 20

A spectrum port is not about the graphics, it's about the code.  In all likelihood it is a spectrum port.


Basically it looks like it probably is a spectrum port with no thought put in to how the code design would work on CPC.  Even if not a spectrum port, it's been coded like one.  There's two main things it's doing that really weren't ever going to work well on the CPC that take the vast majority of the time.  One was the pretty common use in spectrum ports of a software copied back buffer with a string of LDI instructions.  With such a comparatively large play area for employing that method, it takes around 2.7 screen refreshes.  So that's down to 17fps to do 'nothing'.  Then there's how it handles updating that back buffer.  It doesn't just update what's animated or moved, no dirty tiles, it reprints the entire background screen every frame.  That also takes over 2.7 screen refreshes.  Add over a screen refresh for everything else and you have a game running at 7.5 fps and down.




I had a look on the Rodland wiki and it says that the CPC was the first port and that the Nes was the last.
So they probably had a spectrum programmer do the CPC?
Title: Re: Rodland
Post by: Axelay on 15:13, 02 July 20



I had a look on the Rodland wiki and it says that the CPC was the first port and that the Nes was the last.
So they probably had a spectrum programmer do the CPC?


The manual (https://www.cpc-power.com/index.php?page=detail&onglet=notices&num=1827) for the game on cpc-power indicates the CPC & spectrum versions had the same coder.
Title: Re: Rodland
Post by: sigh on 20:00, 02 July 20

The manual (https://www.cpc-power.com/index.php?page=detail&onglet=notices&num=1827) for the game on cpc-power indicates the CPC & spectrum versions had the same coder.
Ahh - they also had the same artist too. Interesting as the differences between the two are games are night and day.
Title: Re: Rodland
Post by: Vince on 21:17, 02 July 20
Ahh - they also had the same artist too. Interesting as the differences between the two are games are night and day.
Yeah Shaun McClure. Though the booklet says Shaun McClurg. I am not sure what went awry with the conversion because the Spectrum version is stellar.
Title: Re: Rodland
Post by: Vince on 21:31, 02 July 20
having said that, for all we know they were working on the Speccy version and late in the hour someone said,'Oh we need a CPC version out of you too!', and they might have only had a few weeks to bang it together?
Title: Re: Rodland
Post by: redbox on 20:45, 09 February 21
I can neither confirm or deny if I have been working on a new version of Rodland...  8)

Attached is a quick preview of the intro... It's called "Rit and Tam" as a nod to the original arcade name.

Code by redbox
Graphics are converted from the Arcade, Atari ST and Amiga
Music is converted from the Atari ST
Code uses ZX0 compressor by Einar Saukas


Title: Re: Rodland
Post by: XeNoMoRPH on 22:56, 09 February 21
https://vimeo.com/510407198
Title: Re: Rodland
Post by: sigh on 02:14, 10 February 21
Oh boy! This is good news and I'm really happy to see someone working on a much needed remake.
If any of the graphics I did are of any use to you, then please feel free to use them in the game.
Title: Re: Rodland
Post by: redbox on 14:12, 10 February 21
If any of the graphics I did are of any use to you, then please feel free to use them in the game.

Thanks sigh, I appreciate that.

I've been working on the tiles and I used your mockups as an initial basis for my tileset.  I then used the Atari ST/Amiga tileset (which contains quite a few errors) and finally the Arcade tiles to fix any glitches.  I've tried to keep it as faithful to the arcade as possible.  Once this was all done, I optimised the tileset to make the level fit within 8kb with the tilemap.

I'm currently working on the engine which is coming along nicely.  I initially tried to disassemble the original Rodland code but it was a complete mess (and slow - less than 7fps!) so decided to start from scratch.  I'm aiming for double buffered, dirty tilemap and probably 25fps (because this will keep the speed inline with the Arcade version taking into account the CPC's double width mode 0 pixels) with full 32x32 sprites.

Here's some tileset previews:


Title: Re: Rodland
Post by: robcfg on 15:34, 10 February 21
Really looking forward to this!


Rodland is one of my all-time favourite games and I’ve always felt a better port could have been done on the CPC.
Title: Re: Rodland
Post by: Mr. DVG on 23:00, 11 February 21
I am very happy to learn that more and more people (for me real heroes) of good will manage to do justice to many of my favorite games of that period (by the way, the Amstrad version of Rod-Land is the only penalized version of all. those made for the 8-bit of the time) on a computer that literally started me in the computer world and to which I owe a lot on a sentimental level...

Since it is Rod-Land, I also enclose an old disk of mine with some graphic screenshots (nothing professional for charity, they were made just for fun and they also have a broken image report).
Good luck to those who are thinking of making Rod-Land for Amstrad and I hope with all my heart that the project will be realized.

Anyway, thanks for everything! ;)
Title: Re: Rodland
Post by: sigh on 03:02, 13 February 21
Thanks sigh, I appreciate that.

I've been working on the tiles and I used your mockups as an initial basis for my tileset.  I then used the Atari ST/Amiga tileset (which contains quite a few errors) and finally the Arcade tiles to fix any glitches.  I've tried to keep it as faithful to the arcade as possible.  Once this was all done, I optimised the tileset to make the level fit within 8kb with the tilemap.

I'm currently working on the engine which is coming along nicely.  I initially tried to disassemble the original Rodland code but it was a complete mess (and slow - less than 7fps!) so decided to start from scratch.  I'm aiming for double buffered, dirty tilemap and probably 25fps (because this will keep the speed inline with the Arcade version taking into account the CPC's double width mode 0 pixels) with full 32x32 sprites.

Here's some tileset previews:
Nice one! I hope that I haven't left any stray pixels.
The tiles and sprites are also taken from the arcade/amiga, so they will be the same size.Are you using a modification on the engine you created for Brick Rick?
Title: Re: Rodland
Post by: OneVision on 12:16, 13 February 21
Hello,


really nice to see this game advancing ! Is this for OLD or PLUS ?


I had started also some graphic works (as seen in previous pages here) and like Sigh, feel free to use any of these.
I had also done this title screen in PLUS conditions : up to you to use it if necessary.


Can't wait to check a first playable version :)


Good luck with the port !



Title: Re: Rodland
Post by: zeropolis79 on 13:36, 13 February 21
Wasn't Amstrad CPC Rodland's version just sluggish ?
also less content (bosses) as it was perhaps a 64K version ?


Parasol Star anyone ?


Kawaï is Japanese word for "how cute it is".


I had it on the CPC and thought visually is was very good, but it was a bit sluggish at times. (and I played it on a 6128)
Title: Re: Rodland
Post by: redbox on 15:19, 22 June 21
I've redrawn the graphics from scratch using the Arcade version as the basis.

I became increasingly frustrated with the existing Atari ST / Amiga graphics because they were far from perfect.

This might mean that the CPC might well end up with the most "arcade perfect" port (at least visually)...  :D
Title: Re: Rodland
Post by: Mr. DVG on 00:12, 23 June 21
I've redrawn the graphics from scratch using the Arcade version as the basis.

I became increasingly frustrated with the existing Atari ST / Amiga graphics because they were far from perfect.

This might mean that the CPC might well end up with the most "arcade perfect" port (at least visually)...  :D
Fabulous!!!

At this point a first playable level to make us feel good for a few years would be welcome! :D