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Old 17 May 2024, 22:24   #581
jurassicman
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really thanks Brick Nash!
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Old 18 May 2024, 02:23   #582
BigD
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@Brick Nash


I can't find the change-log. What's changed other than Maki's wall cling move?
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Old 18 May 2024, 05:25   #583
Marcio D.
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Quote:
Originally Posted by Brick Nash View Post
Hi folks!

Apologies for the necro...


No, don't apologize!


If anything, thank you for this update and PLEASE continue to make small incremental improvements in the months and years ahead. But do it on your own schedule, when you truly have free time here and there, and without pressure from us.


Nostalgia is a big part of why we all still use Amiga. But another reason is redemption, which isn't mentioned often enough when we discuss retrocomputing. Your Final Fight Enhanced provides this type of redemption, giving the Amiga community a chance to right a wrong that was committed by U.S. Gold in 1991.


Redemption-wise, Final Fight Enhanced ranks up there alongside other projects like Metro Siege, Grind, and all those FPS ports for accelerated Amigas such as Doom, Duke 3D, Dark Forces, Blood, etc.
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Old 18 May 2024, 18:51   #584
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Thanks! Great so far! I see that Guy can attack off wall clings too! Good effort!
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Old 20 May 2024, 10:04   #585
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Thanks for the update Nash

I´m dont know if you are aware of this, but there is a very nasty bug that you may want to fix one day. (maybe, when you have time again)

The Bug is:
If you need a Continue at the last Boss (Stage 6/wheelchair)
the Boss becomes invincible; like he isn´t there anymore.

That can also crash the WHDload sometimes; like it was reported earlier.

Anyway, take care Nash and until next time.
Greetings, Torti
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Old 20 May 2024, 10:08   #586
jotd
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tested on 68060/whdload. Blitter errors remaining, which is a pity, apart from that HUGE characters and super fast overall experience, really impressive!

I could patch the blitter & sound errors, but since you seem to release a lot of versions, that would mean updating the offsets each time. Fixing them directly from the source would be best!
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Old 20 May 2024, 12:50   #587
Brick Nash
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Originally Posted by Torti-the-Smurf View Post
Thanks for the update Nash

I´m dont know if you are aware of this, but there is a very nasty bug that you may want to fix one day. (maybe, when you have time again)

The Bug is:
If you need a Continue at the last Boss (Stage 6/wheelchair)
the Boss becomes invincible; like he isn´t there anymore.

That can also crash the WHDload sometimes; like it was reported earlier.

Anyway, take care Nash and until next time.
Greetings, Torti
I think I know what that is. When the player continues there is a routine which stops all the enemies until a new player is selected, then they are re-activated and fall over when the player is re-spawned.

Wheelchair Belger doesn't have a "fall" frame, so he skipped the fall over routine, but was stuck in his stop state as he didn't receive any other instructions.

I fixed that now and he reactivates when a new player is selected (tested with all characters).


Quote:
Originally Posted by jotd View Post
tested on 68060/whdload. Blitter errors remaining, which is a pity, apart from that HUGE characters and super fast overall experience, really impressive!

I could patch the blitter & sound errors, but since you seem to release a lot of versions, that would mean updating the offsets each time. Fixing them directly from the source would be best!
I thought I had fixed them, but must have forgotten to update the changes.

I put Blitwaits in all the health bar drawing code so it should be fine on faster machines now. I can't think of any other Blitter code that doesn't have waits, so it should all be good to go.
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Old 20 May 2024, 14:51   #588
Torti-the-Smurf
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Quote:
Originally Posted by Brick Nash View Post

I fixed that now and he reactivates when a new player is selected (tested with all characters)

Thanks Nash


PS: To see my Quote is really embarrassing .....
I wrote: I´m dont know if .....

(GOOD LORD !!! ... that was really embarrassing to read ... that isn´t even a typo ....what was i thinking ??? )

Sorry for butchering the English Language (Shame on me)

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Old 20 May 2024, 22:56   #589
paranoicb
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Hello Brick Nash. Thank you for the awesome remake of this classic masterpiece.
I liked it so much and made a longplay video if you want to check for any glitches.
[ Show youtube player ]
I'm using an A1200 fitted with Pistorm32lite Accelerator with Raspberry Pi CM4 and CaffeineOS latest version with the whdload wrapper.
Your game is a perfect example for this hardware.
I didn't noticed any bugs or weird graphics at all. Maybe my HDMI grabber is a little bit
off in blue color .
Amazing work mate. Respect.!!!!
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Old 21 May 2024, 12:37   #590
Brick Nash
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Quote:
Originally Posted by paranoicb View Post
Hello Brick Nash. Thank you for the awesome remake of this classic masterpiece.
I liked it so much and made a longplay video if you want to check for any glitches.
[ Show youtube player ]
I'm using an A1200 fitted with Pistorm32lite Accelerator with Raspberry Pi CM4 and CaffeineOS latest version with the whdload wrapper.
Your game is a perfect example for this hardware.
I didn't noticed any bugs or weird graphics at all. Maybe my HDMI grabber is a little bit
off in blue color .
Amazing work mate. Respect.!!!!
Great playthrough mate! Thanks.

I didn't see any glitches either, but I did spot one odd behaviour that needed a tweak, so thanks for the help in highlighting it.
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Old 21 May 2024, 14:16   #591
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Quote:
Originally Posted by Brick Nash View Post
Great playthrough mate! Thanks.

I didn't see any glitches either, but I did spot one odd behaviour that needed a tweak, so thanks for the help in highlighting it.
While you're in the code...
Can we just get, that when you doing combo, and press down, it's the same like if you hold back (it grabs and throws opponent on his back side).
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Old 22 May 2024, 10:29   #592
Brick Nash
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Originally Posted by d4rk3lf View Post
While you're in the code...
Can we just get, that when you doing combo, and press down, it's the same like if you hold back (it grabs and throws opponent on his back side).
I don't really see the point in adding in a new check which does exactly the same thing as another piece of code. Plus, the instructions would take up more bytes in storage and RAM. It's not a lot, but everything counts.

I always did the combo-throw by pushing back, so that's how I implemented it on the Amiga.
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Old 22 May 2024, 10:41   #593
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Ok bro.. thanks for information.
I didn't know it costs in memory.

How about Cody not releasing knife when stabbing opponents that are close (it was one unique feature for him in the Arcade)?
Is this hard to implement, and also costs memory?

Thanks for all the hard work.
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Old 22 May 2024, 11:58   #594
Brick Nash
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Originally Posted by d4rk3lf View Post
Ok bro.. thanks for information.
I didn't know it costs in memory.

How about Cody not releasing knife when stabbing opponents that are close (it was one unique feature for him in the Arcade)?
Is this hard to implement, and also costs memory?

Thanks for all the hard work.
Yeah, I'd maybe like to give that a go at some point. It irked me to leave out anything that was mentioned in the intro character bios as a special skill.

It's just implementing it though. The arcade seems to use distance based comparisons to see how close Cody is to an enemy(s) and that determines whether he slashes or throws. That might be a bit cumbersome for the Amiga though as it'd involve checking how many enemy objects are active and then doing a comparison to each's X coordinate to see how close they are to Cody (then * that by 2 to check both sides). Not impossible, just a bit much code for one move.

I'm maybe thinking of an alternative that's just button controlled to simplify things. Like, if he's just standing still and attack is pushed then he throws the knife, but if a direction is pushed when attack is pressed then he slashes (or vice versa). It'd maybe give more control to the player instead of accidentally throwing away a weapon.

Dunno, I'd need to get a couple of days free to think about it.
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Old 22 May 2024, 13:38   #595
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Ok bro great.

Whatever it be, its just icing on the cake.
I am so happy this port is done... you made us Amigans proud.
Final Fight is very demanding game.
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Old 22 May 2024, 15:01   #596
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@Brick Nash

I think the second method would be better anyway. Is there any chance that Axl defends basic attacks? I think the animation frames are already there, would that be too much hassle?

Last edited by vulture; 22 May 2024 at 15:11.
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Old 22 May 2024, 16:33   #597
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latest version is much better for me. I still have crazy speedups on my 060 setup but it's so much more enjoyable now because it seems a little harder. When Enhanced first came it was way too easy I thought. I am now having to think about Life and Energy management. I do get the graphical glitches too where the character names are and energy bar but I can live with it and I know it was not created to run specifically on an accelerated A1200. Great work and thanks again for putting the time into this project.
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Old 23 May 2024, 00:44   #598
Adrian Browne
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Looks mighty impressive. I best fire it up on my miggy
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Old 23 May 2024, 15:00   #599
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Here's a quick box art attempt.

Attached Thumbnails
Click image for larger version

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Old 23 May 2024, 23:22   #600
PascalDe73
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@Brick Nash

Hi,

Many Thanks for Your Latest version (21/05/24)

Now on my A1200 GVP A1230 Turbo+II @ 40 Mhz with 32 MB Fats Ram

Health bars are now displayed correctly.

Thanks for all these improvements.

Maybe regularly update access to download your latest version :

https://drive.google.com/drive/folde...wD7xtn-zmtPPe0

Best Regards,

Pascal
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