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Medway Boys 70

Started by KrazyK, August 15, 2011

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KrazyK

Another remake, this time from The Medway Boys. 
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padman

Cool! In the original you can change the music with F1-F4. If you add that feature, I'll add it on RR. ;) Keep'em coming!
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Dr.Death

You are on a roll mate keep it up..

I used to have all there disc's & pompey pirates.... :updance:
Proud member of DAWN

KrazyK

#3
Quote from: padman on August 15, 2011
Cool! In the original you can change the music with F1-F4. If you add that feature, I'll add it on RR. ;) Keep'em coming!

OK, you're on.....i'm gonna be 'busy' at work tomorrow then  ;D
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KrazyK

Updated original link with F1-F4 for different music.
The only slight problem is that every time you start a new tune there's a frame skip that I can't get rid of.  This is due to the OSME library being read from memory.  Apart from that it's working ok.
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padman

Very cool! Thanks for the update. You'll find it uploaded to RR in a couple of minutes.  :) (And don't worry about the frame skip, we all are having the same issues. ;) It's about time someone writes a new SNDH replayer, any volunteers? hehe)
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Hotshot

Wicked Music and Love the Rainbow Fonts :)

Work very well on Window and Full Screen :)

:cheers:

Shockwave

Don't know how close it is to the original since I never had an ST but it's quite a cute one.
Shockwave ^ Codigos
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KrazyK

It's pretty close considering I had a number of issues to deal with.
The original menu used no borders therefore the screen size was 384x270 instead of 320x200 with the scroller in the bottom border and the raster bar spanning the left/right borders. 
As Stormbringer has mentioned on R-R the menu pic seemed stretched as it had to be to fit proportionally on the screen. 
The scroller should in theory be doubled from 32x32 to 64x64 but it didn't fit on the screen between the menu pic when the scroller paused so it had to be erm, manipulated to fit. 
And on top of all that the command Usebuffer() no longer works with DX9 so I had to use DX7 subsystem to render the scroller on as the Grabsprite command is just way too slow and made it very jerky  ::)
It was one of those projects that you get so far through and encounter problem after problem but i'd had spent too much time on it to give up and eventually made it work.

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jace_stknights

Mhhhhh I think you got the same problems than me (and maracuja!!): you tried to sprite over sprite with usebuffer! it works well with directx9, but only with own sprites rout or with drawimage over sprite! (see http://www.dbfinteractive.com/forum/index.php?topic=5303.0)
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padman

First of I didn't even realize the stretching, before Stormbringer mentioned it...

Solution, do it like STeem does. Use a 800*600 screen, then you can easily double the font size and the pic size without any probs. ( Btw the original used borders. ;) ) And try out Jace's example, for me it works pretty fast. :)

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Raizor

Looks cool KrazyK, I like the music especially.  I never owned at ST either (another Amiga boy), so I've never seen the original.

Runs fine here too (Win7 x64).
raizor

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KrazyK

Quote from: padman on August 17, 2011

Solution, do it like STeem does. Use a 800*600 screen, then you can easily double the font size and the pic size without any probs. ( Btw the original used borders. ;) ) And try out Jace's example, for me it works pretty fast. :)

Yes, when I mean 'no' borders i'm referring to them being removed so the screen is bigger than normal. The ripped menu pic was still 320x200 and the scroller was below it in the 'removed' section and the raster spanned the entire width.
If you choose 'never show borders' in Steem the scroller disappears and the raster only goes to the end of the pic.

I might use 800x600 for the next project after i've finished my latest one - D-Bug100(A).  I'll start a new thread for that one later.
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padman

So they used the borders. But you are right, it's just a matter of how you look at it of course. Btw my glass is half full.  :cheers:
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