Ute Posted October 9, 2022 Share Posted October 9, 2022 On 10/7/2022 at 11:55 PM, solaris104 said: Is that black square on purpose or a bug? I also finished it and have a square there as well. Yes it is a bug. Were you playing on an emulator when you saw it? I ask because I can't reproduce it when on real hardware. Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted October 10, 2022 Share Posted October 10, 2022 (edited) There's not just the black square, there's also part of the mountain missing and a rectangle on the mountain edge. I can tell by the pause that it's altirra, but what version is it @Yaron Nir and are there any funky co settings going on, ie U1MB, VBXE etc etc Edited October 10, 2022 by Mclaneinc Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted October 10, 2022 Share Posted October 10, 2022 It was taken from altirra … not real hardware … Quote Link to comment Share on other sites More sharing options...
Level42 Posted October 10, 2022 Share Posted October 10, 2022 On 10/6/2022 at 12:56 PM, woj said: Damn that's one difficult game! I hope the final version is easier than the earlier versions (I see an option for it, don't remember if it was there before) because IMHO it was too hard and I lost interest in it very quickly, while I rate the original Bruce Lee as one of the best games on the A8. Downloading the final versions as we speak..... Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted October 10, 2022 Share Posted October 10, 2022 14 minutes ago, Mclaneinc said: There's not just the black square, there's also part of the mountain missing and a rectangle on the mountain edge. I can tell by the pause that it's altirra, but what version is it @Yaron Nir and are there any funky co settings going on, ie U1MB, VBXE etc etc Also .....check for a perfect square smudge or marker pen on the monitor screen.......might be that!! (Reminds me of a rather funny espisode of Father Ted heh heh!!) 1 Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted October 10, 2022 Share Posted October 10, 2022 2 hours ago, Yaron Nir said: It was taken from altirra … not real hardware … Latest beta? Quote Link to comment Share on other sites More sharing options...
Yaron Nir Posted October 10, 2022 Share Posted October 10, 2022 45 minutes ago, Mclaneinc said: Latest beta? i took the version from one of the posts above. i guess it is the latest beta no? Quote Link to comment Share on other sites More sharing options...
solaris104 Posted October 10, 2022 Share Posted October 10, 2022 I try it on real Atari 130XE + SDrive. Quote Link to comment Share on other sites More sharing options...
Ute Posted October 10, 2022 Share Posted October 10, 2022 3 hours ago, solaris104 said: I try it on real Atari 130XE + SDrive. Ok, good to know. This one has been hard to reproduce consistently. The black box seems to vary its position, sometimes there are two, sometimes the mountain is affected, and sometimes it doesn't happen at all. I'll have to keep trying.... Quote Link to comment Share on other sites More sharing options...
Ricky Spanish Posted October 10, 2022 Share Posted October 10, 2022 (edited) TIX on the top. I can't see a difference other than the character ? Edited October 10, 2022 by Ricky Spanish Quote Link to comment Share on other sites More sharing options...
tjlazer Posted October 10, 2022 Share Posted October 10, 2022 31 minutes ago, Ricky Spanish said: TIX on the top. I can't see a difference other than the character ? Yes only the sprites are different in the TIX version. 1 Quote Link to comment Share on other sites More sharing options...
Beeblebrox Posted October 10, 2022 Share Posted October 10, 2022 Great work from all on this classic. Just one question I've wanted to ask for a long while. Why is falling so slow in this game? Bitd was it intentional as part of the gameplay or was it just related to cpu cycles? One of my favourite A8 games from the 80s is Alley cat which is fast and has some amazing momentum in the character movement, gravity and gameplay. So it was possible at the time. I'd loved to see this classic retain all it's identity but without the wait of a good few seconds when falling either small or big drops. It just seems unnecessary if it's avoidable. 😁 Quote Link to comment Share on other sites More sharing options...
Rybags Posted October 11, 2022 Share Posted October 11, 2022 (edited) CPU would have little to do with it. I think the fall rate is same as original? The thing with PM positioning is that a simple 1 pixel per frame move will be twice as fast horizontally as vertically since h-positioning is by 2 hires pixel increments. The game has to do collision with floor detection/walk validity if on a ladder, not sure if that is by hardware collision, software detection or a combination of both (I'd guess either software only or both). If software only then of course you could move as fast as programatically allowed. But it is what it is, if the game engine was drastically changed then it wouldn't be true to the original. Edited October 11, 2022 by Rybags 1 Quote Link to comment Share on other sites More sharing options...
tjlazer Posted October 11, 2022 Share Posted October 11, 2022 No glitch, I’ll have to try again to see if it does it. 1 Quote Link to comment Share on other sites More sharing options...
VincentGR Posted October 11, 2022 Share Posted October 11, 2022 (edited) It's not a glitch, it's a feature! I see it as lens flair 😉 Edited October 11, 2022 by VincentGR 2 Quote Link to comment Share on other sites More sharing options...
Poison Posted October 11, 2022 Share Posted October 11, 2022 18 hours ago, solaris104 said: I try it on real Atari 130XE + SDrive. SDRIVE is the problem, try AVG. 1 Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted October 11, 2022 Share Posted October 11, 2022 From what I understand, the game engine has not been altered in any significant way, it's purely a new set of levels (and sprites in the TIX version), the fall speed would match it's original counterpart and as Rybags suggests, it's just been set at that speed so probably could be altered. Not sure if the original source was commented. 1 Quote Link to comment Share on other sites More sharing options...
Ute Posted October 11, 2022 Share Posted October 11, 2022 17 hours ago, Beeblebrox said: Great work from all on this classic. Just one question I've wanted to ask for a long while. Why is falling so slow in this game? Bitd was it intentional as part of the gameplay or was it just related to cpu cycles? 15 hours ago, Rybags said: But it is what it is, if the game engine was drastically changed then it wouldn't be true to the original. It could be made to work differently. But it is exactly as Rybags has said, I wanted to keep the same feel as the original Bruce Lee, and this version is actually a port from C64-DMX version. I wanted to keep it the same as much as possible. Quote Link to comment Share on other sites More sharing options...
bfollowell Posted October 11, 2022 Share Posted October 11, 2022 2 hours ago, Ute said: It could be made to work differently. But it is exactly as Rybags has said, I wanted to keep the same feel as the original Bruce Lee, and this version is actually a port from C64-DMX version. I wanted to keep it the same as much as possible. So, this engine is pretty much identical to the C64 version? So, that begs the question, is the fall rate different between the C64 version and the original A8 version? If we have a lot of people that only played the original A8 version, and not the C64 version for comparison, that may be where the perceived difference in the fall rate is coming from. Quote Link to comment Share on other sites More sharing options...
Mclaneinc Posted October 11, 2022 Share Posted October 11, 2022 From memory, the fall rate is pretty much the same on C64, probably identical to be honest.. I've played both versions quite recently.. I don't think anyone noticed a difference, I think they just wanted it sped up a bit (it is a bit floaty) Quote Link to comment Share on other sites More sharing options...
bfollowell Posted October 11, 2022 Share Posted October 11, 2022 14 minutes ago, Mclaneinc said: From memory, the fall rate is pretty much the same on C64, probably identical to be honest.. I've played both versions quite recently.. I don't think anyone noticed a difference, I think they just wanted it sped up a bit (it is a bit floaty) OK, it just seems like I've seen several mention it, but maybe you're right. Maybe they were just wanting to change it, and not saying that they felt it was "wrong" per se. I guess that's just the way I took it. Personally, I've not had a chance to check out this wonderful sequel yet but, as the original was one of my all-time favorites back in college, I'm definitely looking forward to it. Thanks to everyone involved! 1 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted October 11, 2022 Share Posted October 11, 2022 Fall/jump rate seem to be the same; and, yes, a bit too slow -- as in the original (speaking of Atari versions here). I'm used to it though; but I suppose it'd be interesting to try a faster rate. I just tried the C64 versions of Bruce Lee and Bruce Lee Fury, and it appears to be using a faster fall/jump rate for both. It looks like all the characters generally move a little faster too. Quote Link to comment Share on other sites More sharing options...
Ute Posted October 11, 2022 Share Posted October 11, 2022 (edited) 4 hours ago, bfollowell said: So, this engine is pretty much identical to the C64 version? I have no idea as I've never looked at the C64 code. I would guess the original author(RJF) ported most of the mainline 6502 code from the Atari to the C64, line for line, except where custom chips come in to play. Whether or not that translates to the exact pixel by pixel movement speed on a completely different machine, I'm going to guess it does not. As far as what DMX has done, I don't think he changed the fall speed from the original C64 Bruce Lee. 4 hours ago, bfollowell said: So, that begs the question, is the fall rate different between the C64 version and the original A8 version? No, unless DMX changed the fall speed, but I doubt it as the C64 still has the 'floating down' effect. 4 hours ago, bfollowell said: If we have a lot of people that only played the original A8 version, and not the C64 version for comparison, that may be where the perceived difference in the fall rate is coming from. I'm not sure I understand your meaning. If they only played the A8 version, they wouldn't know any different. As far as ROF(A8) and the original Bruce Lee(A8), it's the exact same fall speed. EDIT: I think you're confusing Bruce Lee 2 with ROF - In Bruce Lee 2 the fall speeds are a lot faster. If people want another installment of Bruce Lee in the future I would be willing to change fall speed, jump distance, jump height, screen resolution, etc. But again, since this was a port from another machine, preservation of those ideas was the objective here - as much as was possible. Edited October 11, 2022 by Ute Quote Link to comment Share on other sites More sharing options...
+MrFish Posted October 11, 2022 Share Posted October 11, 2022 6 minutes ago, Ute said: But again, since this was a port from another machine, preservation of those ideas was the objective here - as much as was possible. I certainly agree with this. I like having the original and the new version be very similar in looks and mechanics. Tweaking things, later on, for options or an alt version would be icing on the cake, and adding replay value. So, to be clear, it's already great as is... 1 Quote Link to comment Share on other sites More sharing options...
Ute Posted October 11, 2022 Share Posted October 11, 2022 3 minutes ago, MrFish said: I certainly agree with this. I like having the original and the new version be very similar in looks and mechanics. Tweaking things, later on, for options or an alt version would be icing on the cake, and adding replay value. So, to be clear, it's already great as is... There are some tweaks planned for ROF. I appreciate the support, it is motivation to keep going. Quote Link to comment Share on other sites More sharing options...
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