12 February 2021, 22:12 | #441 | |
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Quote:
The super complicated moves become a lot easier and you can block like in any other fighting game (" block" button? gtfo). Made the game a lot better for me. The one thing that is bad in the Amiga version, and not sure if it is the same in the Megadrive version, is that there's some problem with the AI when you play it at certain difficulty levels. Like the extreme hard level was super easy because you could fool and lock AI enemies into a silly loop. |
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12 February 2021, 22:38 | #442 |
This cat is no more
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I completed both MK amiga (bought the original) and MK arcade (with 1 credit). I remember buying this game in easter 1994 and played it to death on my 2MB A500.
What happens a lot in amiga conversions is that the soundtrack (Allister Brimble on MK IIRC) was better than the arcade. Just because it was possible. Sure it was impressive how it was converted. The PC version was much closer to the arcade but hey they had 4MB and 256 colors... |
12 February 2021, 23:42 | #443 | |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
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Quote:
Is CD32.asm code for reading the CD32 control pad? |
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13 February 2021, 00:10 | #444 |
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13 February 2021, 07:06 | #445 |
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That's really impressive McGeezer!
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13 February 2021, 09:32 | #446 | |||
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Quote:
Name me one move I can't pull out the same speed with Amiga 1 button, as opposed to arcade with 5 buttons. The point of buttons is make game play easier, not complicate it (imho), and what they did with MK1&2, and how they transferred gameplay is pure art. Well, to be honest, if they ported MK 3, then it would not be possible, with all combos involved into gameplay. Have you tried Mortal Kombat 9? It perfectly transfers graphics, feel, design, atmosphere from MK 1,2 (and party 3). All the famous stages too. And the "story mode" is strictly tight to first 3 MK's. If you didn't - Can't recommend it enough. I am not too impressed with last 2 versions of Mortal Kombat though (10 and 11), but 9 is a masterpiece. Quote:
But MK2 is infamous for his AI, because it cheats a lot on harder levels (just automatically react to whatever your moves are (and often, you are unable to counter react)), so it causes a lot's of frustration. Yeah, there's some workarounds on this... but still... Also, AI work that way, that even if you choose "very easy", it grows up on the ladder. So after 2-3 fights it switches to "easy", then to "medium", and so on. That's why it's not easy for most folks, to finish it, even on "very easy" level. Personally, I got trauma from Baraka, back in the day Quote:
It gets very hard to me when I get to the point that I must fight 2 fighters. Although, I haven't played MK1 that much at all, because MK2 was always my favorite. ------------------ Oh, and sorry everybody for OT. @mcgeezer Amazing work. Thank you for finding time to do it. |
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13 February 2021, 12:10 | #447 |
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Yup, pressing a button to block is just so counter-intuitive, the Amiga method is much better.
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13 February 2021, 13:29 | #448 |
Inviyya Dude!
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@d4rk3lf:
I preferred the AI in MK1 over MK2 any day. MK2 AI resorted to cheap throws every time you went near your enemy after a few levels. Horrible, really. No real person would play like this. |
13 February 2021, 13:39 | #449 |
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I put an ADF in the zone of the little Street Fighter demo I put together for those wanting to take a look.
Interestingly I checked the available chip ram remaining and it's a whopping 1.2mb making the game or a derivative of it easily viable as a port of the SNES version. Big job though, which I estimate at about 8-12 months work, I'm not really a fan of the game so it's something I would pass on. The good thing for me to come out of this is that I was able to improve my dev framework by including some new routines around making dynamic copper lists which has been on my to-do list for a while. |
13 February 2021, 13:55 | #450 |
Lemon. / Core Design
Join Date: Mar 2016
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Nice work.
In my mind, there was never any question of if an A1200 (or CD32) could do a port of SF2... it was just how it would be approached. Your approach is different from the one in the video originally posted, although both approaches do have their merits. With 64 bit 16 colour sprites, and 2 x 16 colour playfields, both methods could produce approximately the same result, although I do feel the "sprites for backgrounds" method *may* give more flexibility for the character playfield (ie. fireballs / hit effects etc.. appearing in front of the characters) |
13 February 2021, 14:02 | #451 | |
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Quote:
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13 February 2021, 16:28 | #452 |
Phone Homer
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the problem is over the years so! many of these threads etc have been made - you can do this and that etc but it's all theory no-one has ever given hard proof except master484 it's all been hot air, until now thanks to mcgeezer.
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13 February 2021, 22:08 | #453 | |
Pixelglass/Reimagine
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Quote:
However would you like to elaborate further in regards to which part from that video is debunked? You say doing the player sprites with the blitter/cpu things become complicated. What do you mean? No enough blitter time left? Issues with ordering? Something else? Other than that I should note that Dan might have a point with the projectiles and effects ordering. How would you approach this issue? Another question is in regards to frames, character tiles and ram. Can you still have the characters saved and stored split into 16px wide tiles/parts and reconstruct them as 64 wide sprites or to use sprites you need to save each frame/part only as a 64 wide one? I was under the impression that when you choose to use f.e. 64 wide sprites you can only have the parts saved as 64 wide as well, so f.e. even if a character frame is much less (say 32px wide) you are still forced to save it as 64 wide non the less. *edit: by 'saved' I mostly mean the chip ram it needs to occupy (which is the main issues here), not the disk/storage space. Last edited by Tsak; 13 February 2021 at 22:14. |
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13 February 2021, 22:18 | #454 |
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so it's established that the video is a fake now?
@d4rk3elf: I completed MK I only once with one credit, on a real arcade machine. And many times (AFAIR) on the amiga. When you don't lose any credits, the game difficulty becomes harder and harder, but with properly timed kicks it's possible (now I'm not able to do that again) And MK2, yeah I would have loved to play it properly but I always thought it was insanely hard. Each time I play I get my ass kicked.. although I saw it with my very eyes a long time ago in the arcade: local boy mastering the game with Shang Tsung over and over, beating every character with mostly jump kicks / unlocking secret fighters / morphing in a different character everytime to perform a different fatality/babality... impressive. Last edited by jotd; 13 February 2021 at 22:23. |
13 February 2021, 22:21 | #455 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,039
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No, it's not a fake. But it does focus (as McGeezer mentioned) more on backgrounds reconstruction than characters.
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13 February 2021, 22:59 | #456 |
Phone Homer
Join Date: Jun 2006
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what part is real and what part is PC animation.
thanks |
13 February 2021, 23:10 | #457 | ||
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Didn't the authors of the video already confirm that all but the final segment where they used the extreme horizontal Copper re-colouring was real?
Here's the relevant part of the text they provide on YouTube in the description: Quote:
Quote:
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13 February 2021, 23:16 | #458 |
Phone Homer
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ok thanks so the seconds at 26:18 ?
edit:::26:18 so the boat and the characters are large bobs? really? |
13 February 2021, 23:20 | #459 |
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I don't have the time stamp, sorry. But it's the part where the boat on the left has a crowd in many more colours than the first part they show.
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13 February 2021, 23:23 | #460 |
Phone Homer
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the boat is moving - it's huge bob?
edit: sorry no that's not what was said I thought earlier in the video he said it was a huge bob I only skimmed the video, just looked so fake to me sorry if this is not the case, probably best he uploads it for proof Thanks. |
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