04 February 2021, 02:32 | #261 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 684
|
|
04 February 2021, 04:23 | #262 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,662
|
Quote:
Only gradients are tricky, but the other stuff could be done amazingly with small number of colors, thanks to the mighty palette of 4096 colors. I've been blown away how Tsak did weapon sprites in the Dread thread, I Wonder what Tsak results would be in character and BG conversion for Streeet Fighter 2. |
|
04 February 2021, 05:49 | #263 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,558
|
Technically he said to the copper to change one of the palette values so virtually is one palette BUT the value change during the rendering on the screen via raster (that creates several subpalettes every n lines)
|
04 February 2021, 05:55 | #264 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,558
|
Quote:
Question: the seeming vertical lack of consistency of color in some areas is deliberate or a side effect of copper at work? [i answer myself, definitely copper artifacts and i can well live with it] |
|
04 February 2021, 08:17 | #265 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,784
|
With a static image, Copper reloading can really wield amazing results even with a few colours.
Would love to see how good this works with the whole stage and not a part of it, though.. Tweaking the stages to look good with this 8+7 setup is surely a fun thing. add/edit: Put this together for shits and giggles. Dans Stage with Master484s Bobs... Looks crazy good, imo.. Now imagine this with the perspective warped floor animating, the lantern parallaxing, and chars moving and animating in 50 FPS... And like I said, I think this is very very doable on a stock 512/512 Amiga 500. Last edited by Tigerskunk; 04 February 2021 at 08:48. |
04 February 2021, 08:48 | #266 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,944
|
Even if it's actually only a still image on the paper (screen ) what could be achieve looks really impressive indeed guys !
|
04 February 2021, 09:10 | #267 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,483
|
Well that escalated quickly from "No way an unexpanded Amiga 1200 could do a proper SF2 version" to "let's do an OCS version with just 512Kb of chip ram".
By the way, I don't understand why the game would have necessary to have a 1 button mode. Even MD and PC Engine version also recquires a special pad to be really playable (game is almost unplayable with original pad on these console). A 2 button version should be the bare minimum, with a classic 6 button version with the CD32 (or comptaible) pads. We're in 2021, I guess almost everybody now have at least a 2 button pad/stick to play an Amiga game. Last edited by sokolovic; 04 February 2021 at 09:19. |
04 February 2021, 09:23 | #268 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,784
|
Quote:
Experience tells me though, that those people who buy 1000 euro accelerator cards for their Amigas are not willing to buy a 10 euro joystick with two buttons and prefer to stay with their one button model for "nostalgia" reasons... Anyway, two button should be minimum here. Hard to map this to two buttons anyway. |
|
04 February 2021, 09:28 | #269 |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,483
|
I'd say that a 2 button version should have just middle punch / kick on each button. And one button version middle punch/kick sharre the button and are switched via space bar.
That would be very uncomfortable but hey, that's the cost of not willing to expand |
04 February 2021, 10:40 | #270 | |
Registered User
Join Date: Feb 2009
Location: Amiga
Posts: 465
|
Quote:
Also,all Amigas since day 1, real or virtual, can support more than 1 button controllers. Let's have some progress and consider 2 controller options: 1 or 6 button support so we can try to target that "arcade" perfect version but leave room for an Amiga 500 optimized version. |
|
04 February 2021, 10:45 | #271 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,848
|
Actually SSF2 has a very nice way (considering the limitations) of context moves on 2-button controllers that mostly preserves all strengths forkicks and punches. Dunno how easy or hard is to replicate this tho.
Last edited by vulture; 04 February 2021 at 10:50. |
04 February 2021, 10:50 | #272 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,784
|
Quote:
It's just, I am very sure that the concept that was shown in the video that started this thread would work. So there is not much more to talk about on a hypthetical AGA version, really. Except the State machine and Hit box stuff (and rest of the game loop, etc), which could be shared between both versions, anyway. Creating a great playable OCS version is a more interesting subject from a coders perspective, since it poses a lot of inherent challenges which AGA simply doesn't do. |
|
04 February 2021, 10:56 | #273 |
Ex nihilo nihil
Join Date: Oct 2017
Location: CH
Posts: 4,944
|
|
04 February 2021, 12:07 | #274 |
Registered User
Join Date: Dec 2018
Location: Earth
Posts: 1,069
|
This is amazing. Looking at this footage and what KK have done with his doom like engine is just incredible.
He also joined TITAN if i am not mistaken. I really do hope that one day TITAN makes an Amiga OCS/ECS Demo that blew people away like Overdrive 2 did. Thank you guys, you are the best ! |
04 February 2021, 12:25 | #275 | |
Registered User
Join Date: Feb 2009
Location: Amiga
Posts: 465
|
Quote:
I was just commenting on the OP direction and was naive to think "ARCADE PERFECT" to AGA was challenging for you guys. Seems less IS more! I do thank you for the insight of where you and other coding wizards find the parts most interesting and agree sharing playable code base would benefit both ECS and AGA chipset Amigas! Carry on coding wizards! |
|
04 February 2021, 12:28 | #276 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,784
|
Quote:
But yeah, either way it would be much work, off course.. |
|
04 February 2021, 13:24 | #277 |
Zone Friend
Join Date: May 2006
Location: France
Posts: 1,803
|
I guess some limitations could be removed by designing the game around the monitor being put In vertical position (90 degree rotation) it might help for some games but will create other limitations.
Does anybody ever thought of doing that? |
04 February 2021, 13:42 | #278 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
|
Quote:
Only problem with that is the way hardware sprites work... kind of vertically Last edited by DanScott; 04 February 2021 at 14:19. |
|
04 February 2021, 13:47 | #279 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,784
|
I had fiddled with the idea to put the monitor on its head. But then I noticed, it would only complicate things and had no real benefit.
|
04 February 2021, 14:20 | #280 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,662
|
How about some turn based game, where you rotate the screen during turns?
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Street Fighter 2 | weirdreams | Retrogaming General Discussion | 4 | 20 June 2012 23:15 |
Super Street Fighter 2 | Retro1234 | project.Sprites | 94 | 12 December 2008 11:20 |
street fighter | stuntpup | project.WHDLoad | 5 | 30 August 2007 20:45 |
Street Fighter III | Muzkat | Retrogaming General Discussion | 11 | 14 August 2007 00:55 |
[Fixed] Street Fighter II | Amigaboy | HOL data problems | 5 | 30 December 2002 21:34 |
|
|