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Two Bruce Lee sequels


Philsan

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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.

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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 by Mclaneinc
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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.....

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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!! :lol::D;) (Reminds me of a rather funny espisode of Father Ted heh heh!!)

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3 hours ago, solaris104 said:

I try it on real Atari 130XE + SDrive.

IMG_20221010_160301.jpg

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....

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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. 😁

 

 

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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 by Rybags
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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.

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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.

 

 

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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.

 

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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!

 

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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.

 

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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 by Ute
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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...

 

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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.

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