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New Year giflt: my mod of Rygar

Posted: Tue Dec 31, 2019 6:59 pm
by Ralf
I'll have to be quick as guests are going to knock at the door any moment ;)

So here comes totally out of the blue my New Year gift to Spectrum community. A modded version of Rygar.

It has almost totally new graphics and level design.

Have fun!!! I'll write more later

The download:
https://www.sendspace.com/file/w5nnpn

Some pics:
Image

Re: New Year giflt: my mod of Rygar

Posted: Tue Dec 31, 2019 7:33 pm
by Juan F. Ramirez
I played it and I like it. Very cool!

Re: New Year giflt: my mod of Rygar

Posted: Tue Dec 31, 2019 8:21 pm
by WIWC
Well done.

Re: New Year giflt: my mod of Rygar

Posted: Tue Dec 31, 2019 8:37 pm
by DouglasReynholm
Thank Ralf, appreciate the effort! Been playing the original on MAME recently, so this is timely.

Rather than start a new thread, I'd like to take this opportunity to thank each and every contributor on this site and the entire scene for keeping this machine alive into its fifth decade. Only 12 years until it gets antique status! :o

Happy new year all,

Cheers,

Richard.

Re: New Year giflt: my mod of Rygar

Posted: Tue Dec 31, 2019 11:07 pm
by Swainy
Well done Ralf, I look forward to playing it!

Re: New Year giflt: my mod of Rygar

Posted: Wed Jan 01, 2020 12:16 am
by moroz1999
Rafal, you have such a recognizable style of graphics! Nicely done!

Re: New Year giflt: my mod of Rygar

Posted: Wed Jan 01, 2020 3:24 am
by Lethargeek
moroz1999 wrote: Wed Jan 01, 2020 12:16 amsuch a recognizable style of graphics!
is it what is called "naïve art"? :D

Re: New Year giflt: my mod of Rygar

Posted: Wed Jan 01, 2020 6:25 pm
by Ralf
Okay, I'm back again :)

Here's the list of changes:
---------------------------------------------

- New graphics and levels
(some stuff like enemy patterns and powerup positions were left unchanged,
I decided that the result wouldn't be worth the effort here)

- New player sprite

- New loading screen, also inspired by the inlay but I believe I improved it a little bit

- New font, taken from the arcade version

- Adjusted powerup graphics in the menu, in the original version the graphics were
inverted

- Adjusted intro text. Now it's the same as in the arcade version. In the
original Spectrum version it was a little bit corrupted

- Adjusted LETS FIGHT to LET'S FIGHT

- Corrected original bug/design error. When you completed the game, after congratulations
message you were taken directly to the menu and couldn't type your name into hiscore table.
You could type your name into hiscore only if you lost all your lives. Now you go into
hiscore after completing the game.

- The game is shorter now, only 13 levels. Perfect for a quick go :) In the original version
the levels repeated after 13th level so they were going from easy to hard and them suddenly
becoming easy again. Now nothing repeats and there is a kind of final level.

Re: New Year giflt: my mod of Rygar

Posted: Wed Jan 01, 2020 6:44 pm
by Ralf
And if you play it you may notice that the backgrounds became more varied than in the original while the game size didn't change. It's still for 48 kB.

That'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.

Re: New Year giflt: my mod of Rygar

Posted: Wed Jan 01, 2020 9:42 pm
by R-Tape
Nice one Ralf. The more varied backgrounds are the main improvement for me, and the 13 levels only thing means I'm willing to try completing it. Level 8 so far.

Rygar's instructions don't say much. Does anyone know what the 5 powerups are?

Re: New Year giflt: my mod of Rygar

Posted: Wed Jan 01, 2020 10:22 pm
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 :)

Re: New Year giflt: my mod of Rygar

Posted: Thu Jan 02, 2020 1:26 am
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" (?)

Re: New Year giflt: my mod of Rygar

Posted: Thu Jan 02, 2020 10:05 am
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.

Re: New Year giflt: my mod of Rygar

Posted: Thu Jan 02, 2020 10:16 am
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.

Re: New Year giflt: my mod of Rygar

Posted: Thu Jan 02, 2020 10:41 am
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 ?

Re: New Year giflt: my mod of Rygar

Posted: Mon Jan 06, 2020 2:47 pm
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

Re: New Year giflt: my mod of Rygar

Posted: Fri Jan 10, 2020 11:14 pm
by druellan
Image

:lol:

Re: New Year giflt: my mod of Rygar

Posted: Sat Jan 11, 2020 12:41 am
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)