Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby EvilFranky » Fri Feb 23, 2018 6:11 pm

Thanks for the update Anima :cheers:

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Frank B » Fri Feb 23, 2018 7:49 pm

Thumbs up! Nice to see the STe kickin' ass :)

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Estrayk » Sat Feb 24, 2018 12:47 am

thx anima
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby cawley1 » Sat May 12, 2018 1:50 pm

Hi Anima,
Any news on the Falcon version at all? Or what you might have up your sleeve next time?

Thanks,
Paul

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Mon May 14, 2018 7:35 am

cawley1 wrote:Hi Anima,
Any news on the Falcon version at all? Or what you might have up your sleeve next time?

Thanks,
Paul

Actually the Falcon version needs some more fixing before making it public. Debugging on real hardware is quite time consuming especially when you have to transfer a lot of data for each test from the development machine. So I am thinking about to add the sprite/tile streaming first. However, the overall progress is still slow due to RL things.
:cheers:

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Eero Tamminen » Mon May 14, 2018 6:25 pm

I guess you're first testing in Hatari?

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Mon May 14, 2018 7:39 pm

Eero Tamminen wrote:I guess you're first testing in Hatari?

Yes. Unfortunately changing the video counter mid screen (raster line interrupts) doesn't work so I need the real hardware. :(

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dhedberg » Mon May 14, 2018 8:09 pm

Anima wrote:Actually the Falcon version needs some more fixing before making it public. Debugging on real hardware is quite time consuming especially when you have to transfer a lot of data for each test from the development machine. So I am thinking about to add the sprite/tile streaming first. However, the overall progress is still slow due to RL things.

Do you have a PARCP-USB? You can transfer all data files ones and for all and then configure PARCP-USB to transfer and remote execute the binary only. Do that in a script and you can cross-assemble/compile, transfer and execute with a single command on your PC/Linux/OS X environment. That makes it the development process very smooth. If you have a CosmosEx you can configure a shared partition over the network. Works well too, but no remote execution.
Daniel, New Beat - http://newbeat.atari.org. Like demos? Have a look at our new Falcon030 demo MORE.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Wed May 16, 2018 1:01 pm

dhedberg wrote:Do you have a PARCP-USB?

No. However, your advice is a good reminder to buy one... ;)

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dhedberg » Wed May 16, 2018 1:43 pm

Anima wrote:
dhedberg wrote:Do you have a PARCP-USB?

No. However, your advice is a good reminder to buy one... ;)

Petr still has some in stock and it's worth every penny!
Daniel, New Beat - http://newbeat.atari.org. Like demos? Have a look at our new Falcon030 demo MORE.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby cawley1 » Thu May 17, 2018 9:35 pm

Hi Anima,
Thanks for the reply, trust me I know all about RL getting in the way of computer stuff!

I would also say, my PARCP-USB is invaluable for getting files across from the PC to the Falcon - recommended.

Cheers,
Paul

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby jotego » Fri Aug 03, 2018 8:14 am

Hi Anima,

Are there any updates? I am looking forward to playing the STE version :-)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby AtariCrypt » Fri Aug 03, 2018 10:16 pm

Ditto. I'm also EAGER to play this on my STe :D

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Anima » Sat Aug 18, 2018 3:27 pm

Sorry for the late reply but the progress is still slow. Even for the Falcon version where the main issues are still the Blitter routines (instruction caching) and the bugs within the original code which lead to bus error exceptions (stack frame fixes for 68030).

Obviously the sunny weather was responsible for the slow progress as well. I hope to find some more time for this in the next days.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby Estrayk » Sun Aug 19, 2018 1:53 am

No problem Anima. We are patient people. :)
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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby TotOOntHeMooN » Wed Jan 09, 2019 12:00 pm

I wish all the best to this project in 2019. :wink:

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby dma » Wed Jan 09, 2019 6:34 pm

Nice to read that it isn't dead (as the foes it includes) indeed! :D

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby TotOOntHeMooN » Tue Feb 05, 2019 10:28 am

Hello!

Please, some news about the STE or the Falcon work in progress? :)

Thank you.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby TotOOntHeMooN » Thu Mar 14, 2019 3:56 pm

No news or answers since 6 months ago... Should we consider the project as dead? :?

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby EvilFranky » Thu Mar 14, 2019 4:15 pm

I wish people would stop harassing developers for info. Anima has always been upfront and vocal regarding any updates to his projects.

I understand it's exciting to see progress in projects, especially stuff like this, but it's annoying getting emails about threads I'm subscribed to only to find it's another person asking for an update.

Leave the guy alone, I'm sure life is busy and he'll get back to his hobby at some point.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby jury » Fri Mar 15, 2019 8:02 am

What if Anima does not have anything against asking for info on the progress? Have you consulted him and he wrote you to kindly write here that he wants to stop harrasing him for the info?
I would say that if a developer stopped or paused for some longer time his work, it does not hurt to just write one sentence that the work is paused/stopped. That way all is clear. And if the developer really doesnt want any posts on his work, then the only best way is to work "undercover" :) and give the first public info on the day when he/she releases the production. Cant see anything more clear.

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Re: Daimakaimura (Ghouls 'n Ghosts) for the Atari STE

Postby EvilFranky » Fri Mar 15, 2019 10:12 am

The guy has 3 posts, all of them in this thread and 2 of them are asking for an update.

It looks desperate, makes a mess of the thread and sends unnecessary notifications to people who are subscribed. And I mean this for all threads similar to this.

My point is valid, Anima was always very forth coming with news and updates, he didn't reply in February so maybe people should take that as a sign. He'll no doubt update when he has something meaningful, he always has before.


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