Raiden - Atari ST WIP

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Raiden - Atari ST WIP

Postby EstTeeEfEm » Mon Mar 14, 2016 8:40 am

This is an extremely early test run on the player and map graphics speed.

I have no idea whether this is a viable project until i get further into it but i just wanted to see what kind of speed versus jerkiness i could achieve in the first instance.

The mapping system graphics do NOT represent how the game will look lol, its just simply something to get going and to test the left and right movements..

The sprites will probably get reduced as well, nothing happening and 32x24 is a bit big imho

Enjoy though.. and maybe, just maybe ;)

https://www.youtube.com/watch?v=UCyJk0NFQso

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Re: Raiden - Atari ST WIP

Postby LaceySnr » Mon Mar 14, 2016 10:36 am

Looking pretty solid! Ship's moving fast and the map is going by at a good rate without any changes in speed which is always welcome. Nice one!

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Re: Raiden - Atari ST WIP

Postby AtariCrypt » Mon Mar 14, 2016 11:05 am

I second that, I was shocked at the speed, considering it's so early. This is another looking to be very excellent - I enjoyed ;-)
Keep going : )

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Re: Raiden - Atari ST WIP

Postby spiny » Mon Mar 14, 2016 11:12 am

thats pretty cool!

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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Mon Mar 14, 2016 12:53 pm

ok, dropped 16 pixels on the right, making the player bar "slightly" larger and the speed increase is already noticeable. The next stage is an "all sprites on screen" test to really burn out the shifter :P

Thanks for the support guys, im going for it ;)

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Re: Raiden - Atari ST WIP

Postby EvilFranky » Mon Mar 14, 2016 12:55 pm

This built with STOS?

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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Mon Mar 14, 2016 1:01 pm

This built with STOS?


Version 3 no less ;)

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Re: Raiden - Atari ST WIP

Postby EvilFranky » Mon Mar 14, 2016 1:13 pm

EstTeeEfEm wrote:
This built with STOS?


Version 3 no less ;)


Ha!

I'm surprised by how smooth it is for a STOS game, good scrolling for an STFM!

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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Mon Mar 14, 2016 3:01 pm

A lot of my tests are actually done now...
I've fit 13 32x24 sprites into the screen with no slowdown..

I've done some enemy testing and tried to move the enemy with the playfield too... looks good

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Re: Raiden - WIP - 2nd test graphics

Postby EstTeeEfEm » Mon Mar 14, 2016 3:19 pm

ok, so now testing is finished i'll leave you with this test screen.. its different from the 1st in that it shows movable enemies and a decent sidebar. Anyone recognize it? :P

You'll agree with a proper sidebar it looks, even at this early stage, far better!

https://youtu.be/iuagSWr0Fns

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Re: Raiden - Atari ST WIP

Postby dma » Tue Mar 15, 2016 12:12 pm

Wow, nice engine being built up here!

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Re: Raiden - Atari ST WIP

Postby TheNameOfTheGame » Tue Mar 15, 2016 5:29 pm

Sweet, a nice shmup engine! Raiden rocks. I always thought Twin Cobra should've been released on the ST.

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Re: Raiden - Atari ST WIP

Postby simonsunnyboy » Tue Mar 15, 2016 6:39 pm

TheNameOfTheGame wrote:Sweet, a nice shmup engine! Raiden rocks. I always thought Twin Cobra should've been released on the ST.

Play the ST version of Flying Shark, the arcade engine on both machines is the same and the game play very similar if not identical.
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Re: Raiden - Atari ST WIP

Postby TheNameOfTheGame » Tue Mar 15, 2016 7:23 pm

Oh yes, the arcade versions of both Flying Shark (Sky Shark here in the states) and Twin Cobra were both made by Toaplan so they are similar.

I have a full-size arcade machine running advmame and all the Toaplan shmups are the ones I like to play the most.

This STOS engine is looking good. Start with Raiden and then...? :wink:

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Re: Raiden - Atari ST WIP

Postby seedy1812 » Tue Mar 15, 2016 7:43 pm

One of the level files in raiden for the falcon is how the enemies behave. I don't know the format but each one has an attack pattern eg at y=1234 start this enemy and then move it to x,y then wait there. I know this sounds a bit vague buts it's been over 20 years ago since I saw the editor in action

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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Tue Mar 15, 2016 8:29 pm

One of the level files in raiden for the falcon is how the enemies behave


This would take some hacking beyond my scope :( .. ive generally got a good idea though, just from watching and playing the jaguar version..

at the moment though, like every programmer on the ST im struggling with the palette... ive GOT one lol its just the ST and its 16 colours... the intro in particular is causing massive headaches lol... if it wasnt for those transitional blocks that im using id have an easy life ;)

Play the ST version of Flying Shark, the arcade engine on both machines is the same and the game play very similar if not identical.

I will... i dont think i've played that although i did play Xevious.. dont ask ;)

the entire scene's support for this project is awesome, it gives me a lot of motivation.. i guess gone are the days of "STOS cant do that, why bother" lol ..

:cheers:

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Re: Raiden - Atari ST WIP

Postby exxos » Tue Mar 15, 2016 9:57 pm

*somewhere* I wrote a util where you just drew the attack patten on screen and then it dumped the data into a bank so the sprites could follow it. I think Zoltar let you draw the attack pattens also. Its not hard to do really, just store XY locations as you draw.. you can even offset the data a little by where the ship is on the screen, so if you ship moves upwards closer to the aliens, then move away from you by maybe half the pixel count..

STOS can do anything really, if it can't, hack in some ASM code and away you go. Lots of extensions, lots of examples of stuff. I really need to ditch all this hardware stuff and get back into STOS :)
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Re: Raiden - Atari ST WIP

Postby junosix » Tue Mar 15, 2016 10:14 pm

That's looking really cool man!

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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Wed Mar 16, 2016 12:16 am

That's looking really cool man!


Thanks ... im actually getting ready to release a title/rolling demo in the next few days, it will basically be the intro with no sort of user interaction, other than quit ;) - a Proper PRG ... well TOS ;) file...

You STE owners are blessed with the stereo soundtrack too...

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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Wed Mar 16, 2016 12:18 am

I really need to ditch all this hardware stuff and get back into STOS :)


Please do both :P - a 16mhz STF would make compiling and packing twice as fast... you know that turrican demo took 2 hours to pack on a real ST

I need to get hold of a blitter socket too ... (i know, check your site.. blabla ;) )

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Re: Raiden - WIP - 2nd test graphics

Postby LaceySnr » Wed Mar 16, 2016 6:39 am

EstTeeEfEm wrote:You'll agree with a proper sidebar it looks, even at this early stage, far better!


Sure does! Looking awesome :) MIght have to get my STE setup to run the demo when you put it out!

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Re: Raiden - Atari ST WIP

Postby calimero » Wed Mar 16, 2016 10:56 am

It is incredible smooth!
STOS can be really nice!

all this youtube videos are on 8MHz ST? Do you use kind of tricks to make it smooth (preshifting blocks or similar...?)
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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Thu Mar 24, 2016 3:23 pm

Quick update before a Vid release...

STE scroller testing started
Falcon testing done.. works on 16mhz VGA (Looks effin awesome :P - shames the FM bit tho )
Playfield for level one 75% done with about 25% of the tiles missing...
STE/STFM Tracker and YM music respectively
Player controls and power for shots done..

waiting for some more stuff but three videos to watch out for..
Falcon intro test (Some sound issues, could be Hatari tho? )
STE intro test (Yay, my 512 SPU works! )
Playfield and sprites movements (final - with user control -sidebar most graphics)

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Re: Raiden - Atari ST WIP

Postby AtariCrypt » Thu Mar 24, 2016 10:57 pm

I think you're doing an incredible job mate. Hang on, what's this about "STE" ???? Ohhhh yeah!

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Re: Raiden - Atari ST WIP

Postby EstTeeEfEm » Fri Mar 25, 2016 9:30 am

Its not gonna be STE specific, but rather use "bits" of the STE.. stereo sound for instance or the Blitter for screen clearing


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