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Old 28 February 2020, 21:11   #12
ImmortalA1000
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Join Date: Feb 2009
Location: london/england
Posts: 1,347
Thanks again to all of you for your ideas/suggestions

Quote:
Originally Posted by Steril707 View Post
My much larger concern with SF2 would be to get all that game logic into there..

Coding a fighting game isn't trivial. I tried it a couple of times already, and even something stupid like on the level of Yie Ar Kung Fu is a lot of work if the combat is supposed to be fun.

Getting graphics to work on a satisfying level is actually the lesser problem here, especially with AGA.
Nah, looking at the 99% underwhelming coding of ALL AGA games clearly shows you need talent with the AGA chipset coding not just the CPU. Shaun Southern levels of talent I mean. Having the sprites do all the work really allows you to attack the 68000 game logic inside the Sega ports at least with the 68020 even stuck in often blocked Chip RAM of A1200 design.

The SNES WD65C816 (similar to a 68008 in performance I bet) can do SF2 game logic well enough despite being about 25% of the power of a 7mhz 68000 with a 16bit memory layout of an A1000 so again it's no problem. Not saying you wouldn't need really expert talent like SotB or Lotus II coding but there is no reason a really nice spot on SNES/MD quality port isn't possible. Megadrive uses an Amiga 1000 level of 7mhz 68000 CPU too (you can't use the Z80 to help unless you want to release a silent Megadrive game as Rob Hubbard will tell you).

There was a coverdisk with routines to read Megadrive 3 button pad, so I can't see a problem for at least a Megadrive SF2 Champion Edition level of gameplay control input. Should even be possible to read a Sega official 6 button pad (the best D-pad only based joypad in the world IMO)

As ever my thoughts are really not how to start it for A1200/CD32 but what hardware edge did Commodore have with the A1200 to make up the difference. For games like Gauntlet IV on Megadrive the AGA sprites would not help at all, you would be looking at expertly coded 68000 AND blitter there. With an SF2 conversion, a hell of a lot of the donkey work is being done with simple manipulation of four 16 colour 64 pixel hardware sprites.

It would seem technically we have a winner, but again I wouldn't suggest a console quality port is possible without the best of the best level of demo/game engine coding seen rarely in OCS (and I've never seen anything usable in a complex arcade quality game engine on A1200 spec before but would to be shown great examples for things like AGA Elf-mania, AGA Lotus II improvements).

There is even a cardboard cutout 2.5D based rally game (Network Q?) from Mandarin/Europress software for 486 PC and SNES that was supposed to come out on A1200 but never did....I think that game in the hands of an expert would have run fine with the blitter on a stock A1200, the SNES version sets the bar well within reach, the 486 version in DOS ditto isn't much better

Right off to make a video for C64 technology Legend of Zelda now, the music is better methinks but doubt it will fit inside the 22kb limit of Laser Basic so.....
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