R-Type Deluxe - Atari STETrascorso un anno dalla prima beta, il progetto di Digital Interactive Entertainment (ovvero Bod of Stax) mirato allo sviluppo di un "R-Type remake" per Atari STE si mostra ora in una demo.
Questa nuova versione del capolavoro Irem gira su STE con 4 MB di RAM (Atari STE espansi o Mega STE). Si tratta di computer appartenenti alla linea "Enhanced" di Atari ST inaugurata nel 1989, sistemi dotati una tavolozza di 4096 colori (a fronte però di un vincolo di 16 tonalità a video... come gli ST "standard"), Blitter e 2-channels PCM sound chip aggiuntivo (ad integrazione dello Yamaha YM2149F di base).

Di seguito il video R-Type Deluxe Demo Atari STE gameplay ed un post di
Bod of Stax tratto dal topic R-TYPE DELUXE DEMO *OUT NOW!* aperto il 24 dicembre scorso su www.atari-forum.com



"I'm glad on the whole everybody is pleased with the progress on this game.

I'll just tackle the couple of outstanding issues with this demo version.

The slowdown:

This is something that has been bugging me for sometime on how to tackle this issue. I am planning to impliment a
sprite multiplexing
technique to maintain speed within the final game. This was an absolute final thing to tackle after everything else was done but I wanted to get
this demo released and any further work on it would have caused a delay. An easier option and something I had working for a while was
to drop the framerate by one more frame. Doing this meant that the slowdown was virtually impossible to see but I felt it caused the
game to play too sluggish for my liking. On a technical note according to the calculation in Bob Pape's book on how to get the scrolling speed
right for a conversion on a display smaller that the arcade version the ST's version should run at 25fps.

The force-pod bug:

I can only apologise for this. I couldn't get the pod to move whilst detached the same as the arcade version and this is the reason why it get's
stuck to the landscape. I thought although it it's not 100% right it was working bug-free. I am the only one doing any play-testing on this as I
was let down in this area and the way I tend to play through the first level is once the force is attached to the front of the ship it doesn't need
to be detached until at least level 3 (you can destroy the level boss without using the common detach the force into the weak point method).

Countdown glitch:

Err... This is a new one on me. I've tested this version extensively over the past few month's in STEem using various memory config's and TOS
rom's (including Falcon) and I've never had a problem and off the top of my head can't think what could cause it.

Hope this clears a few of the issues up. I personally don't think they detract from the gameplay and as always any feedback is always welcome
to try and make this into the best ST version of R-Type it can be.

One more thing I also need to clear up as I was repeatedly asked this last year and have been asked this again in the last few days so I just want to
say: ***THIS IS NOT A FALCON GAME***

The only way this will appear on that machine is if it's cracked and fixed!

I don't own a Falcon and I always code on real hardware and test under emulation. I never code using an emulator.

Once more: Have a happy X-Mas!

Bod.
"

LINK