19 September 2013, 21:36 | #41 | |
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Quote:
Other techniques like having the sprites appear above certain bitplanes cause further problems with objects being obscured by the sun or having to do a lot of extra blitting. |
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20 September 2013, 00:24 | #42 | ||
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Quote:
Quote:
Last edited by TCD; 10 February 2015 at 00:00. Reason: Back-to-back posts merged. |
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09 February 2015, 23:56 | #43 |
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After all these years, after lionheart, kid chaos, mr nutz, jim power and other great games experenced amiga coders still think that the amiga c
ould not run a 50 fps rygar? |
10 February 2015, 08:16 | #44 |
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Of course it could, even the 64 does. The issue is doing a perfectly accurate reproduction of the arcade game. It's likely that some compromises would have to be made on the graphics.
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10 February 2015, 11:42 | #45 |
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The only way to answer to all questions is to do it!
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13 February 2015, 22:16 | #46 |
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ok am not a coder but this is how i would treat things in paper, then don't know about how feasible it is.
Plus am tihnking at OCS/ECS machines First to gain time i would treat things at 25fps so to have a full 16 color for backgrounds, then other 16 for enemies. Background parallax layer is pretty generic so can even be a rolling bitmap pushed in the holes of foreground sunset you could use a sprite 4 well chosen colors sohuld be enough sky we use a opperlist same for lower ground part with lava. Player could be two 16c sprites plus shield as some 4c sprites (shield rotates so not too much definition) If someone is willing to expand/debate on this let me know. Last edited by saimon69; 13 February 2015 at 22:17. Reason: typos |
13 February 2015, 22:29 | #47 |
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I think the best effort would be to pick an arcade machine thats doable, and hey.... do it.
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13 February 2015, 22:34 | #48 |
J.M.D - Bedroom Musician
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in my opinion rygar is doable as number of colors, music and stuff on screen; was 1986 hardware so not that powerful: will need some tricks but can be done
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14 February 2015, 07:20 | #49 |
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I think is could be dono with a lot of good. We could use a tecnique like Lionheart to have a lots of color on screen. With a little flicker we could easly have 16 color for each playfield on OCS/ECS. But all must go on 50fps
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18 February 2015, 17:56 | #50 |
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someone would like to see it for real on amiga? With Gfx I could try to do it..
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18 February 2015, 18:03 | #51 |
CaptainM68K-SPS France
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you mean if someone can rip the tiles in IFF format, you try ?
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18 February 2015, 18:04 | #52 |
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19 February 2015, 04:58 | #53 | ||||
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Quote:
Also a few notes in response to the kittens who said "hey easy for an Amiga" : Rygar has a lot more than 32 colours on screen and more importantly per scanline: something the copper cannot help you cope with. With dual playfield, one is limited to 15 colours per scanline, and for this particular game it means that foreground scenery and monsters must share 7 colours together: this cannot possibly be good looking. Edit: Note that Lionheart's monsters are designed with this limitation in mind: they share the same colours as the foreground layers, however Rygar's monsters contain many colours which are not part of the foreground layer. Also in dual playfield mode you have zerovery little DMA bandwidth available for the blitter and CPU while the screen is being displayed: everything must be done during the off-screen moments and that is not much given how many creatures move onscreen at times. Doing parallax scrolling in four or five bitplanes without the help of dual playfield is usually very hard if the structure of the playfields does not lend itself to it. Thankfully Rygar level design lends itself to it nicely in many places (but not all!). Finally note that the C64 has it very easy contrary to the Amiga because it does have a tiled screen mode: by just updating 40x20+ characters the whole screen can be redrawn. And a tiled mode makes parallax scrolling very easy as well since you can encode the parallax effect in the tiles. The Amiga is not powerful enough to redraw the whole screen each frame so it cannot do full screen parallax scrolling in five bitplanes unless the layout of the screen is very accommodating. Quote:
The copper can wait anywhere on screen so you can change the background color at any pixel you want. Unless you want to have colourful edges you don't need sprites at all except for the top and bottom lines, and then you need only one since you can reuse it vertically. Quote:
If the sun is pure background colour then there is nothing to blit. Just set another colour of the background to black and you're done, hardware scroll that layer at a different speed than the bottom part and that's it. Quote:
If you are using a 4 bitplanes mode, moving two sprites so they fill the screen will consume one move per 16 bit, that is the equivalent of two bitplanes. It can give very nice results but it's actually quite costly. Hence my remarks about "sprite repeat counters" in this thread: http://eab.abime.net/showpost.php?p=...&postcount=177. When you think about it it's wasted DMA because the time spent to update one sprite position every 16 pixels could be used to draw a two bitplanes playfield in full parallax (if the hardware had eight planes registers) while this technique only allows to draw a repeating background of width 64128 pixels at most. Last edited by TCD; 19 February 2015 at 06:41. Reason: Back-to-back posts merged. |
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19 February 2015, 09:24 | #54 |
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Why don't do it for Both Ecs/ocs and Aga? I would allow us to have a good conversion for ecs/ocs and perfect one for Aga..
Maybe we can use sprite even for enemies, at least the ones that fly up to the screen. If Someone can provide my some gfx, I can try to put something on the screen and see how it works. with dual-playfield mode we can use the second layer to hold some enemies and have them with differt colors from the ones on the foreground layer Last edited by TCD; 21 February 2015 at 13:50. Reason: Back-to-back posts merged. |
21 February 2015, 13:10 | #55 |
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A great amiga game: Ruff 'n' Tumble.
http://www.lemonamiga.com/games/details.php?id=920 We could use +512 k of real fast ram, in order to speed up a little this game. And again in order to aid blitter to go full gas we can try to use triple buffer, so we can have a better cookie-cut stuff. Any fellow amiga graphics that have the good will to do it? I can program this conversion. Last edited by TCD; 21 February 2015 at 13:49. Reason: Back-to-back posts merged. |
21 February 2015, 15:14 | #56 |
CaptainM68K-SPS France
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I can do my best to allow you to get a perfect rip of Rygar Graphics
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21 February 2015, 18:10 | #57 |
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I feel the need to argue with many of the posts in this thread. Is an accurate conversion of Rygar not possible with most coders? Possibly. Is it possible with someone who has a C64 level of dedication? Absolutely.
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21 February 2015, 21:00 | #58 |
Amiga will never die!
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If somone can provide all of the graphics assets I'd love to help by coming up with the optimal palette, colour-reducing and remapping the graphics. It may not sound like much, but by doing this process manually I can produce superior results to any automatic colour-reduction feature in graphics software.
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21 February 2015, 21:18 | #59 |
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Wow we have a team Here! I'm on it. We do the best. We just have to do some tecnicall choices. We go for 32 colors or 16 color, and play aroud with copper?
About screen size I'll keep the original, so we can spare some cicles to use for blitting and stuff like that |
21 February 2015, 21:20 | #60 |
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For the main player we have zero issue: we are going to use 4 hw sprite with 16 color.
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