New Year giflt: my mod of Rygar

People are still making stuff for the Sinclair related machines. Tell us about new games and other software that runs on the Spectrum, ZX80/ZX81, Pentagon and Next.
Post Reply
Ralf
Rick Dangerous
Posts: 2288
Joined: Mon Nov 13, 2017 11:59 am
Location: Poland

Re: New Year giflt: my mod of Rygar

Post by Ralf »

Does anyone know what the 5 powerups are?
It works exactly the same as in the arcade game:
https://strategywiki.org/wiki/Rygar/Items

In my own words:

Star: longer weapon range when shooting left/right
Crown: kill several enemies with a single shot
Tiger (looks more like a bear on Spectrum): kill enemy by jumping on him instead of stunning him
Cross: temporal invincibility
Sun: when shooting up you shoot directly up instead of making some loop/circle with your weapon

Collect all powerups for a big bonus.
and the 13 levels only thing means I'm willing to try completing it
It can be all completed in about 15 minutes :)
User avatar
Lethargeek
Manic Miner
Posts: 743
Joined: Wed Dec 11, 2019 6:47 am

Re: New Year giflt: my mod of Rygar

Post by Lethargeek »

Ralf wrote: Wed Jan 01, 2020 6:44 pmThat's because the original has quite a lot of unused tiles and other stuff. It definitely was planned to be something a bit bigger than the version that eventually hit the shops. I'll write more about in in my next post.
afair there were (never used in the game) sprites of "lava man" (?)
Ralf
Rick Dangerous
Posts: 2288
Joined: Mon Nov 13, 2017 11:59 am
Location: Poland

Re: New Year giflt: my mod of Rygar

Post by Ralf »

afair there were (never used in the game) sprites of "lava man" (?)
Exactly!

Here are some of the game sprites. I marked the unused enemy:
Image

It's probably this guy:

https://strategywiki.org/wiki/Rygar/Enemies
Dororon/Lava Man
Image

I checked if he could be included into the mod but I believe it's only sprite that exists in the code. He lacks definition in sprites table, he lacks definition of behaviour etc. And in the arcade original he fires some missiles so you would have to deal with that too. I decided it would be too much work for the scope of this mod.
Ralf
Rick Dangerous
Posts: 2288
Joined: Mon Nov 13, 2017 11:59 am
Location: Poland

Re: New Year giflt: my mod of Rygar

Post by Ralf »

And here are original game tiles, extracted by my tools:

Image

They would be hard to see with standard memory viewers as they have complex structure. In the game you have 256 of 8x8 pixels small tiles which make 80 of 32x32 big tiles that you see above. So each big tile is made of 4x4=16 smaller tiles.

Maybe you can recognize the unused tiles - some bushes and probably and unfinished hut, I guess this one:
Image

There also "wasted" some tiles for making outlines made of a few pixels that a player won't probably notice.

And there are also some 8x8 small tiles unused in big tiles.

In my mod I have overwritten these tiles and tried hard to use it wisely so it was possible to make more content visible to the player.
User avatar
4thRock
Manic Miner
Posts: 415
Joined: Thu Nov 09, 2017 9:35 am
Location: Portugal

Re: New Year giflt: my mod of Rygar

Post by 4thRock »

I like this sort of Modding and exploration of the original games. Thank you!
Rygar is one of my favourite games, although I dislike the jump physics ;)
Any way to change it into something more controllable ?
Also, are there any plans for a user friendly editor ?
User avatar
Morcar
Microbot
Posts: 155
Joined: Sun Jan 28, 2018 12:55 am
Location: UK
Contact:

Re: New Year giflt: my mod of Rygar

Post by Morcar »

That's awesome, is there anyway you can use this image of the game which has 128k music?

https://drive.google.com/file/d/1UR_uZ4 ... sp=sharing
User avatar
druellan
Dynamite Dan
Posts: 1473
Joined: Tue Apr 03, 2018 7:19 pm

Re: New Year giflt: my mod of Rygar

Post by druellan »

Image

:lol:
User avatar
Lethargeek
Manic Miner
Posts: 743
Joined: Wed Dec 11, 2019 6:47 am

Re: New Year giflt: my mod of Rygar

Post by Lethargeek »

heh, i'm surprised it still works somewhat ok even after all these changes :o :lol:

but yeah, you won't see the new sprite gfx as the original sprites were replaced completely with the repainted ones (based on original outlines)


(btw, the ULAX screenshots obviously weren't taken properly, to avoid gfx glitches do not switch FULL/auto mode in-game, do it in the menus)
Post Reply