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Offline Lobo

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Reply #600 on: October 11, 2009, 11:32:43 pm
Yes, quality and insanity!



Offline flash

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Reply #601 on: October 11, 2009, 11:34:37 pm
If you could just seperate the executable code (remove all the collision maps, the links, music ram, headers, etc) I would be suprised if the acutal code was bigger than 50k... Though there is no real way to tell.
without everything i cannot compile and find out sadly.

Code always makes up the smallest part of any game - by a long chalk.. There are still thousands of lines of code though, and if anyone wants to see it all, it is on google code.
« Last Edit: October 11, 2009, 11:35:33 pm by Flash »

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Offline Sokurah

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Reply #602 on: October 11, 2009, 11:39:42 pm
What about a zip? ;)



Offline flash

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Reply #603 on: October 11, 2009, 11:43:29 pm
Why, is you knob hanging out? I would suggest scissors!

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Offline Lobo

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Reply #604 on: October 11, 2009, 11:59:43 pm
Garden scissors!
But yes, I've seen all those insane folks fitting a whole fps into 64kb of code and such. That's about ten backgrounds for MM LL.  8)



Offline Sokurah

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Reply #605 on: October 12, 2009, 12:06:00 am
Garden scissors!
But yes, I've seen all those insane folks fitting a whole fps into 64kb of code and such. That's about ten backgrounds for MM LL.  8)

Scissors?....Garden scissors?.... in the wise words of Monty Python - "It's just a flesh wound". It'll take more than that to topple me.
...but you don't have to prove it. :-\

But yes - some people are good a compressing their work. Someone posted a (simple) Space Invaders game a couple of days ago, made in BlitzMax, that only was 64kb compiled.



Offline Lobo

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Reply #606 on: October 12, 2009, 12:25:55 am
"It's just a flesh wound"

Damn..now I know what we have forgot to include in MM. That and 'Nobody expects the Spanish Inquisition!'.
Damn all!



Offline spacefractal

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Reply #607 on: October 12, 2009, 06:24:15 am
The fps game about was actuelly 92kb and is named ..kkriger, but I cannot play the game, due missing Y-invert feature, even its a nice one.

The SP game is pretty nice made in blitzmax, just missing synth sounds :-D.

Sokurah, I did not heard about the second version of the menu music, please pm with comments.

And yes Manic Miner game is very much compressed.

Im only missing music for the very last level in LL level (I do have a breif FL-Studio version of it), and the endgame music (2 tunes). There might been some oldschool music in the bonus levels, but let see. I do did a C64 style of MM theme it recently.

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Offline sverx

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Reply #608 on: October 12, 2009, 07:48:03 am
Exists some software that can fix it on a sample?

No, it's that the hardware channel that it's playing a sample got changed abruptly to another sample (or to the beginning of the same one) so you can't avoid that... unless you lower the volume in the end (for instance giving the instrument a volume envelope and triggering a key off via Kxx command just before the next note... quite a task...)




Offline sverx

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Reply #609 on: October 12, 2009, 07:49:50 am
Actually, at the moment all 31 (or 32) tracks are just over 1 meg... (uncompressed it is 2.1 megs)

I'm curious about that: can you tell me the total KB of all the XMs and the total of all the .gz ? (Are you using maximum compression, right?)




Offline headkaze

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Reply #610 on: October 12, 2009, 08:11:25 am
Yes it's using maximum compression.

31 xm songs raw size = 2.04 MB and gzip Compressed (Level 9) size = 834 KB

BTW There is more room that can be squeezed by using ADPCM compressed samples.
« Last Edit: October 12, 2009, 08:40:23 am by headkaze »



Offline sverx

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Reply #611 on: October 12, 2009, 09:05:48 am
31 xm songs raw size = 2.04 MB and gzip Compressed (Level 9) size = 834 KB

That's very good, it's only 4/10th of the original size! :)

BTW There is more room that can be squeezed by using ADPCM compressed samples.

There's no support for compressed samples in XM format. And having samples already compressed means gzip won't compress that much. And it's impossible to trigger samples starting from an arbitrary position (XM/MOD effect '9xx')




Offline sverx

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Reply #612 on: October 12, 2009, 09:07:03 am
A funny bug: if you complete all the LL, then all the WW, then you go to start screen and you can select 'start from level 32' (!!!). Try that! ;)




Offline spacefractal

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Reply #613 on: October 12, 2009, 10:33:53 am
I think he meant sound FX used? And yes XM does not support ADPCM and should not been tried to do something not supported, only if XM7Play could save these compressed samples and read them, but its not doing that this time. But Sound FX can still use ADPCM?

I could "only" start from level 31 in WillyWood and not level 32, but still a funny bug as sverx found as seen in the screenshot.


I got a another nice idea as a alternative to the previous idea:
Let the Lost Level and WillyWood separated, but when both gamemodes have been completed, a new gamemode could been unlocked with named "combo" or something like that to give some replay value to the game and possible to get even high scores....
« Last Edit: October 12, 2009, 10:40:17 am by spacefractal »

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Offline sverx

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Reply #614 on: October 12, 2009, 10:39:09 am
I could "only" start from level 31 in WillyWood and not level 32, but still a funny bug as sverx found as seen in the screenshot.

I forgot I found a bonus. I guess that's why I had level 32. Your screenshot looks even better than what I've seen on my DS!  ;D ;D ;D




Offline flash

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Reply #615 on: October 12, 2009, 11:21:29 am
I thought that was fixed in the beta sent last night?

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Offline spacefractal

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Reply #616 on: October 12, 2009, 11:29:05 am
not in the lastest version I got :-D (stabed as clock 23:13 yesterday), its a very funny bug. We need a level -1 :-D as a secret bonus level.

I hope the alternative I thinked would suit the game better (and only if you want)?

Another idea is simply a "random" gamemode, like the H.E.R.O. game, only problem is the story got distrupted here, but all 50 levels (only with the bonues levels you unlocked) could been used. but I guess this is al ittle bit to extreme.
« Last Edit: October 12, 2009, 11:29:51 am by spacefractal »

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Offline sverx

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Reply #617 on: October 12, 2009, 11:49:09 am
I thought that was fixed in the beta sent last night?

So it means I'm not receiving betas regularly ;) I experienced it on the beta you sent me last Thursday...




Offline flash

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Reply #618 on: October 12, 2009, 11:58:46 am
Will send new beta tonight... Sorry!

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Offline Lobo

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Reply #619 on: October 12, 2009, 06:13:27 pm
What, you people finished both modes already?  ???

I couldn't see 'start from level 31' nor 32, I must have then the oldest beta in the crowd.  :D



Offline sverx

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Reply #620 on: October 13, 2009, 07:30:35 am
What, you people finished both modes already?  ???

You're kidding, I could barely complete first 3 LL and the first WW! I'm using a cheat! :P




Offline spacefractal

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Reply #621 on: October 13, 2009, 01:10:32 pm
you only see that if you completed both game modes, cheating or not. even in the newest version I got the bug  was still here :-D (version that created in 23:13 a clock), its one of the fun one anyway ;D.

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Offline Lobo

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Reply #622 on: October 13, 2009, 08:18:47 pm
You're kidding, I could barely complete first 3 LL and the first WW! I'm using a cheat! :P

Ah, good. Well, I'm not that bad then, even though I have a list of levels that even cheats can't help me solve.  ;)



Offline sverx

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Reply #623 on: October 16, 2009, 07:16:56 am
New beta has something weird  ??? ... or dunno. First, if you jump on a conveyor belt, Willy will turn the direction of the conveyor, it wasn't doing that with previous beta. Second, if Willy dies on a conveyor going left the tombstone with RIP written on it it's again flipped.

SF: I still hear click problems with the Egyptian theme, can you send me the 8 bit XM so that I can check it and eventually try to solve it? I've got some ideas... :)




Offline flash

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Reply #624 on: October 16, 2009, 07:48:27 am
The conveyors you are talking about are in the Sam Coupe levels, yes? That is how that version worked, so, I had to make it work that way to!

The conveyors do cause a problem with the RIP anim though!! Argh! I will put a trap in for that..

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Offline Lobo

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Reply #625 on: October 16, 2009, 07:52:15 am
New beta has something weird  ??? ... or dunno. First, if you jump on a conveyor belt, Willy will turn the direction of the conveyor, it wasn't doing that with previous beta. Second, if Willy dies on a conveyor going left the tombstone with RIP written on it it's again flipped.

I've noticed this thing BUT it only happens on YF level and I don't think it was like that before? It works well on other levels with CBs, you can jump on belts and as long you hold direction you wish-all is fine, just YF is like this.

Also, tested the tombstone thing on belts and it worked fine for me except that on some belts/levels, the tombstone would not move (it moves on Hellraiser but not on Metropolis Bingo, for example).



Offline sverx

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Reply #626 on: October 16, 2009, 07:53:00 am
The conveyors you are talking about are in the Sam Coupe levels, yes? That is how that version worked, so, I had to make it work that way to!

I still didn't try those Sam Coupe levels, I noticed that behavior jumping on the roof of the lift/cage in MMWW, YF level... :-X

edit: Lobo was faster! :)

« Last Edit: October 16, 2009, 07:53:39 am by sverx »



Offline Lobo

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Reply #627 on: October 16, 2009, 07:54:29 am
Also, forgot to say, tested on both emu/ds with those results.  8)

edit: Lobo was faster! :)



Lol!
« Last Edit: October 16, 2009, 07:55:36 am by Lobo »



Offline flash

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Reply #628 on: October 16, 2009, 08:04:42 am
That is strange? It would also affect the ghostbusters level with the car? Hmm I will investigate

and RIP as well.. This could only happen on a right conveyor hmm

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Offline spacefractal

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Reply #629 on: October 16, 2009, 04:02:46 pm
Can it show some cheat modes hided somewhere in the bonus levels as eastereggs or messages?

Howover any cheatmodes enabled should disable the hiscore at all (no possible to write your name on endgame).

Some of these cheats could example been (to start with, these boing):
 - Unlimited Lives
 - Unlimited Air
 - No collision
 - Level Skip
 - Speed (if possible)
 - Spectrum/Sam Graphics on all levels, except bonus levels (retro style, even I like Lobo graphics very much) using spectrum(oldies.xm music.

I added more instruments to the intro for egyptian to trying to hide the clicks very much as possible. its only way I can do and works pretty fine. still cliks, not not really annoyring.

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