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Old 04 October 2023, 21:26   #61
flibble42
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I would like to clarify, when i say more than 256 colours that is over the entire game NOT per level. So cutting it down to 64/32 per level is a reasonable ask i think.
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Old 04 October 2023, 22:50   #62
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Quote:
Originally Posted by saimon69 View Post
Now don't go mad but at first look it does not seem, is the style probably



If scorpion allows it with a decent performance why not?
And then, from the reduced A1200 version, go then on a reduced again OCS/ECS version ? (if possible ?)
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Old 05 October 2023, 08:18   #63
touko
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Quote:
Originally Posted by flibble42 View Post
I would like to clarify, when i say more than 256 colours that is over the entire game NOT per level. So cutting it down to 64/32 per level is a reasonable ask i think.
Yeah, for entire game i agree .

Quote:
So cutting it down to 64/32 per level is a reasonable ask i think.
I posted the YT link to the MD version (it's an homebrew of course) and it has beetween 30->50 colors on screen at the same time, and as you can see, this is not bad at all .

Last edited by touko; 05 October 2023 at 08:25.
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Old 05 October 2023, 08:26   #64
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Have you seen @BasementApes Rastan? I think with that sort of GFX work Shinobi could look really good in 64/32 colours.


I was watching the MD port a few years ago and it looked very promising and VERY nice.
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Old 05 October 2023, 09:02   #65
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Yes, so with ocs and its 12 bit colors, it would be a bit better than the MD one .Except if you choose the dual playfield mode, more limitating .

This is why an AGA version should be more easy and practical to do,you can preserve all colors and dualplayfield.
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Old 05 October 2023, 14:24   #66
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Quote:
Originally Posted by touko View Post
Yes, so with ocs and its 12 bit colors, it would be a bit better than the MD one .Except if you choose the dual playfield mode, more limitating .

This is why an AGA version should be more easy and practical to do,you can preserve all colors and dualplayfield.
yes. Or a very good 50fps OCS version but with no parallax at all.
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Old 05 October 2023, 15:16   #67
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Originally Posted by dlfrsilver View Post
yes. Or a very good 50fps OCS version but with no parallax at all.
Yes of course, it would be possible to do a better job in every way, than
the atrocious official one.
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Old 07 October 2023, 17:02   #68
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In my case dual playfield is off the table, Scorpion does not currently support it, if you are coding in ASM maybe it could be an option.


In my tests i am using Scorpions sprite system to allow a wrap around background effect.
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Old 08 October 2023, 02:03   #69
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Ahh the 80s, lots of Ninjas back then
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Old 08 October 2023, 22:07   #70
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Not in the UK - no ninjas here in the 80s!

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Old 09 October 2023, 00:15   #71
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Not in the UK - no ninjas here in the 80s!

Oh yeah, the British and their obsession with "heroes"
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Old 09 October 2023, 07:30   #72
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Oh yeah, the British and their obsession with "heroes"
Or their non-obsession with nunchucks
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Old 15 May 2024, 16:32   #73
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Hi, i finished some of the bonus parts, perfect and failed are done, i'll post some videos when i have tested it on the real thing .
for the moment just a few screen shots(it's close to 100% arcade):





Last edited by touko; 27 May 2024 at 19:07.
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Old 15 May 2024, 17:03   #74
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looks good. Can you tell more about the project? is it scorpion or asm port? Are some regular levels running?
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Old 15 May 2024, 17:26   #75
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Awesome !
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Old 15 May 2024, 18:00   #76
touko
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looks good. Can you tell more about the project? is it scorpion or asm port? Are some regular levels running?
Arf, i 'am a little bit confused because it's not an amiga project, but a nec supergrafx one
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Old 15 May 2024, 18:20   #77
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is that a 68k port with original source code, and could it be adapted to amiga? (not saying you should do it but is it possible in your opinion).
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Old 15 May 2024, 19:06   #78
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is that a 68k port with original source code, and could it be adapted to amiga? (not saying you should do it but is it possible in your opinion).
Supergraphx has a variant of the 6502 so i wonder if that can be transcoded
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Old 15 May 2024, 20:32   #79
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is that a 68k port with original source code, and could it be adapted to amiga? (not saying you should do it but is it possible in your opinion).
possible ? of course it is, the question is, what concessions are we capable to accept?
I think this game needs a dual playfield mode, so 8 colors / playfield.Can we store all Gfx,musics and sfx with 1 Mo ?
The game globaly is IMO doable in term of what the amiga can display .

The code is not difficult to do, even without the source code of the arcade .
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Old 15 May 2024, 21:32   #80
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Quote:
Originally Posted by saimon69 View Post
Supergraphx has a variant of the 6502 so i wonder if that can be transcoded
The original arcade is 68000 so no need to transcode anything

Quote:
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possible ? of course it is, the question is, what concessions are we capable to accept?
I think this game needs a dual playfield mode, so 8 colors / playfield.Can we store all Gfx,musics and sfx with 1 Mo ?
The game globaly is IMO doable in term of what the amiga can display .
I don't want to end up with a shitty cut-down version like the one we already have. If I had to do this I'll do it with AGA, and even with AGA it would require concessions.

Quote:
The code is not difficult to do, even without the source code of the arcade .
Not difficult but tedious and with an average result. Then you don't have the same behaviour of the enemies, and you spend ages tuning the A.I or speeds. I'm sure that it's the reason of so many unfinished ports.
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