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Author Topic: Fred (Read 8546 times)

Offline SlashNet

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Re: Fred
« Reply #15 on: 2022.February.08. 00:42:35 »
Are there too many enemies generated at later levels? I compare with the video walkthrough - there are much fewer of them.

https://youtu.be/Er-9iy6U4Hg


Offline geco

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Re: Fred
« Reply #16 on: 2022.February.08. 09:08:32 »
I checked level 6, and the enemy setting is good

1 ghost
1 acid
1 rat
0
0 mummy
30 bat
20 skeleton
25 objects

and during my test i did not met huge amount of enemy in one pack, the program generates the position of enemies by non fake random numbers, it checks a value of spectrum ROM specified by register R, i use the same place, but there is the game code in our case, so it happened that the "random" generator generated too much enemy to close positions, or they met during game play.

Offline Zozosoft

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Re: Fred
« Reply #17 on: 2022.February.08. 09:36:26 »
Probably use Segment 0 for the RND?

Offline geco

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Re: Fred
« Reply #18 on: 2022.February.08. 11:05:55 »
Probably use Segment 0 for the RND?
I think is not needed, the used range contains program code, what can be done, to change it to RND code, for example to István's quite short RND code.
Should i try that solution?
But there is no guarantee that similar situation is not occur.

Offline ergoGnomik

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Re: Fred
« Reply #19 on: 2022.February.08. 11:44:03 »
I think is not needed, the used range contains program code, what can be done, to change it to RND code, for example to István's quite short RND code.
Should i try that solution?
But there is no guarantee that similar situation is not occur.
Maybe you could do an X-Y plot test to see if using István's PRND produces hot spots in this program.

Offline geco

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Re: Fred
« Reply #20 on: 2022.February.08. 14:04:50 »
Maybe you could do an X-Y plot test to see if using István's PRND produces hot spots in this program.
It is a good idea, just it would not be valid, because that RND uses also register R, and it should be used in the same place where the game uses it, but i can try it in the game, and put values into a non used memory range, and we can check how often were placed sprite into the same position also. I will try it.

Offline ergoGnomik

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Re: Fred
« Reply #21 on: 2022.February.08. 14:26:26 »
It is a good idea, just it would not be valid, because that RND uses also register R, and it should be used in the same place where the game uses it, but i can try it in the game, and put values into a non used memory range, and we can check how often were placed sprite into the same position also. I will try it.
I think it should be done in the debugger with scripting. Wherever you call the original PRNG trigger a script that calls István's generator (obviously implemented in lua) and collects the data. Do some (a lot) rounds in the game and evaluate the data set.

Offline SlashNet

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Re: Fred
« Reply #22 on: 2022.February.08. 14:46:54 »
during my test i did not met huge amount of enemy in one pack

Levels with many rats (3-5) in one place I met very often. Even in tight places.




Offline geco

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Re: Fred
« Reply #23 on: 2022.February.08. 15:34:38 »
Levels with many rats (3-5) in one place I met very often. Even in tight places.
I think there is no problem with the number of the rats, and any enemies, just with the distribution.
I will make a test with "original random" and IstvánV's random to check which works better by filling up empty memory area and check which looks better, and solve avoiding to put more objects to the same place.

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Re: Fred
« Reply #24 on: 2022.February.08. 15:36:33 »
I think it should be done in the debugger with scripting. Wherever you call the original PRNG trigger a script that calls István's generator (obviously implemented in lua) and collects the data. Do some (a lot) rounds in the game and evaluate the data set.
It will be better to fill up free memory range, and check there, no script needed, and i can use the debugger to check it, and later this can be used to avoid objects to put the same place.

Offline SlashNet

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Re: Fred
« Reply #25 on: 2022.February.08. 19:10:15 »
Acid drops has too wide hit range.
Is it possible to fix this?


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Re: Fred
« Reply #26 on: 2022.February.08. 23:03:59 »
Experiments with new software to compile videos:

https://youtu.be/HCrrT9IfwiE

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Re: Fred
« Reply #27 on: 2022.February.09. 19:56:08 »
Attribútum módban a legjobb! A többi módot el is lehetne felejteni a játékhoz. :D Ennyi szín és ilyen nagy felbontás egészen szokatlan, mintha nem is Enterprise lenne. Ilyen játékokat kellene még írni. Ilyen grafikájú játékhoz kellene majd olyan zene, ami jobban kihasználja a Dave képességeit a szűrőkkel és gyűrűmodulációval. (Ebben a zenében itt nincs ilyen, de legalább a basszus Dave-es, és sztereó is.)
Az elhalálozás idejére a zenének meg kellene állnia, mert az elhalálozás zenéje más hangnemben van, mint a játék közbeni zene, így fülsértő, hamisnak hangzik. Esetleg összedobhatok valami, Dave-t jobban kihasználó elhalálozós zenét, ami majdnem olyan, mint a mostani, csak kicsit Dave-esebb.
100 SOUND SOURCE 2,STYLE 128,PITCH 25.2,SYNC 1
110 SOUND PITCH 25,SYNC 1
120 ! Videos

Offline geco

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Re: Fred
« Reply #28 on: 2022.February.09. 20:24:57 »
Az a baj az attributum móddal, hogy csak karakteres játékoknál lehet használni, de egyébként igen, szerintem is soxor a legjobb a végeredmény, az a jó, hogy EP-n szinte az összes módnak megvan a létjogosultsága, mindegyiknek megvan az előnye, ha lenne hw sprite, akkor 90%-ban az attributum mód lenne a legjobb.
Game over zene, inkább effekt, megállíthattam volna alatta a zenét, de nem volt kedvem, inkább viszonylag halkan hadd tolja el, a gratuláló effektet ki is szedtem, egy game over midis zenére nem biztos, hogy lenne hely.
Egyébként ahogy néztem, ez a zene is tartalmaz érdekes effekteket, pedig csak ugyanazt a torzítást használja, mégis mintha 3 különböző spéci dolog lenne benne.

Offline geco

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Re: Fred
« Reply #29 on: 2022.February.09. 20:31:21 »
Acid drops has too wide hit range.
Is it possible to fix this?
I will check, but as i remember it checks if a character in a specific position contains any nonzero value (in 8 row), and if contains then it cause collision,this col16 mode has 6 character wide objects, fred is also 6 character wide, but if i remember well we can go through acid also without damage.
I will check the possibilites, but i do not give too much chance for it.