@SjaaQ this is Turrican 2 intro music, but I'm porting Turrican (it would be strange to start with second episode, instead)
@thegeps I use Magellan as well. I think it scans the map per line extracting the tiles one at time (excluding those already in the tile set).
BTW I do not remember how it deals with the banks when the imported image is larger than a single screen....
Never tried a larger image until now. Usually I set expanded character set, that allow 256 chars in total, wich is ok if dealing with the same charset repeated 3 times in screen2, but it can't properly handle a bitmap image: trying to import it take to a corrupted image due to the loss of a large number of chars...
I think to send some pull request to actual maintainer of Magellan: also lacks of sprites' data export (binary export doesn't work, only assembly data wich means hand editing) and you can't put sprites freely on screen (only 8 pixel rounded position, like chars) so you can't edit them properly and see how they can overlap to obtain different results...
Merry Christmas! How about celebrating by taking a look at the current state of my project? I have implemented collisions with the background and dynamic respawn after death (for now only by falling into the falls, as there are no enemies)
And since there will almost certainly be bugs, I'd be happy if you let me know.
You got it right, you can try the current tech demo first hand
Video
https://youtu.be/bCirHCb-rCc
Play it!
https://homebrew.file-hunter.com/index.php?id=turrican
Looks really good! I guess the next challenge will be the massive amounts of enemies and explosions…
Looks great!
Very nice! Looks promising
Very cool!! Glad you are finding Christmas to be productive haha, I am spending my time fixing the computers of half my family LOL
LoL
And today I've fixed two bugs (injected together with collisions and respawn routines)
Looks amazing indeed, keep up the good work