Gilbert |
01 January 2021 18:27 |
Quote:
Originally Posted by jotd
(Post 1449777)
if you have followed the recent efforts to port games arcade-perfect (Bubble Bobble, Rygar, Super Sprint, BombJack, Space Invaders :)) you'd know that it's possible to do something very close to the arcade.
Ghosts'n'Goblins is very close to the original. Assassin could be considered as a Strider clone, adapted to the amiga, so yes.
But noone even tried to recreate a CPS-1 game 1:1 (it's been discussed many times here)
- Do we have the code ? almost. well it's 68000 code so could be adapted by binary patching
- Do we have the sound & gfx ? yes we have
- Can we mix them together at proper speed and with everything fitting in RAM? no, no way.
CD32 seriously lacks memory to display all frames. Something that approaches an arcade perfect Capcom game is Super Street Fighter CD32. But the animation (and gameplay) is horrible because ... not enough frames that can be loaded. 2MB of chip is really too small for all the sprites. Also there aren't parallax scrollings IIRC.
It's been discussed many times, the CPS-1 system is far more powerful than a standard AGA amiga (or CD32). It's designed for arcade games, and arcade games are designed for the system. So the amiga can't really compete for 1:1 ports. Even with 68040 and fastmem it would still be a challenge.
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OK guys I am not trolling but just challenging and developing some ideas . What do people think about these thoughts?
I would disagree trying to copy the code as a 1 to 1 match. I think it would need to be re-written from he ground up. So that's more what I'm talking about.
The CD32 has some very large sprites and maybe the Copper can help (e.g. multiplexing etc) and then it has the blitter too? It must be able to get very close when pushed to the limits. (yes as people have said a very close replica is possible)
I understand that the CPS1 system at its most powerful would be tough to emulate - but arcade developers don't write optimal code. Some of their code is pretty bad in fact (in terms of efficiency and the CPS1 is a powerful system at moving sprites and so their 68k code wouldn't need to be very efficient at all)) and games like Strider, Ghouls n Ghosts were the very first games made for the system. Also lets be honest the 16 bit Megadrive has great versions of both. G n G was made on a very low capacity cartridge for that system (768k!) so I'm sure it could have been a lot better. Supergrafx version = 1 Megabyte. The CD32 has 2Mb of RAM and a whole CD's worth of capacity - and it can stream graphics data in and out during gameplay
The graphics data is available on the net and there aren't a huge number of animation frames in Ghouls n Ghosts https://www.spriters-resource.com/arcade/ghoulsnghosts/
According to my (legal) ROM image in MAME, the whole arcade game of Ghouls n Ghosts is 4.06 Megabytes. So that means one level's data can fit in memory easily. Much of this will be music data too maybe? (Edit: Strider arcade is 5.31 MB)
Also lets say that the A500 at it's best can do a 50% accurate arcade conversion of Strider. People always say here that the the A1200,CD32 are 2 or 3 times as powerful (without additional ram).... So.....
Something else I wonder - is that some arcade games run at half frame rate (at least the display code, I think the logic code runs at the full frame rate) So Metal Slug and Outrun are both 30fps. And there isn't a huge difference between that and 60fps. Most casual gamers wouldn't notice if you didn't tell them. So if you could recreate a CPS1 game at 30fps - it would still seem a pretty perfect conversion. Is this possible?
Quote:
Originally Posted by Havie
(Post 1449785)
Well - I need a new challenge after Space Invaders but a CPS-1 game is a bit of a step up! I would probably be better revisiting my port of Target Renegade for the PC but for the Amiga, as I have all the graphics in 16 colours already!
I'm guessing you could get something approaching or equaling the Megadrive versions on an A1200?
And remember the Blitz basic remake of Final Fight was looking pretty good and the arcade game was on the same hardware.
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Please try. I actually thought (once I learn hardware scrolling) I could easily better the Amiga version of G n G using AMOS or Blitz on my A500. Maybe I couldn't (in reality) but it doesn't seem like a hugely demanding game in terms of resources. It would be very time consuming to do admittedly.
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