30 January 2021, 21:29 | #61 |
Pixelglass/Reimagine
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30 January 2021, 21:30 | #62 |
Inviyya Dude!
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None of the stuff we see in that video is "magic" or hasn't been done or thought of before, which you would know if you'd follow any of the threads here on eab where people talk 100s of pages about how some game could be done technically (see the "Metal Slug - Madman Task" or Codetapper's old Rygar thread.
The thing is ALWAYS, is somebody willing to put YEARS of work into a project to finish it through or not (I had a scrolling parallaxing stage of my SHMUP with BOBs flying around running in around 3 weeks. The rest of the game took me 4 years to code. Shit like Hiscore lists, dynamic level switching, tools for level creation and assets conversion, integration of music players, data compression unto disk, and and and...) Until then, this is a nice demo, but Master484's demo looked great as well. The only difference I see here is a massively better presentation in that Youtube video. I see exactly the same discussions we have seen in a few other threads we had on the probability of a SF2 conversion starting to happen here. Until someone solves all these points that I am too tired right now to list here and presents me a fully fledged SF2 that I can play that doesn't suck donkey balls, I don't take this anymore seriously like any other little demo I have seen countless times on different platforms over the years. |
30 January 2021, 21:43 | #63 |
Pixelglass/Reimagine
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You have to admit though that at least from an artwork perspective (but also the way that this implementation is done) it's not your typical 'here, see a couple bobs moving and call it a demo'. It's clear that there's some serious thought and effort put into this to maximise the visual result. I don't remember seeing any version or demo of this game (including all AGA tries) looking this good and utilising that many tricks to get it done.
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30 January 2021, 22:08 | #64 | ||
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Well, that and perhaps the memory issue (the relevant part of that Blanka sheet came out to be huge). But I'm also pretty convinced that a much better way of storing all the GFX than just dumping it raw into memory can be found. Quote:
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30 January 2021, 22:30 | #65 | |
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When i make a game, before any code is written i spend a fair bit of time working out the memory requirements. For me, the answer is still “no”. The stock A1200 or CD32 can’t run Street Fighter 2 close to the arcade. The only way i’ll be convinced is if someone calculates a couple of the characters and fits them into memory with reasonable assumptions - in this entire thread or the video, none of that was mentioned or is rather glossed over. @Gilbert - your guarantees are worthless. |
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30 January 2021, 22:36 | #66 | |||
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That said, it'd be interesting to see how much ROM space is actually used for these characters in the game. If that number is way, way lower than what I calculated, then using the same storage method might work. Though obviously blitting to the screen/real time flipping probably becomes a nightmare if you use a cartridge-style format. Quote:
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30 January 2021, 22:50 | #67 | |
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I''l go and take a look in the SNES assets now and see how big they are. Cleaned the post - BippyM Last edited by BippyM; 12 February 2021 at 16:05. |
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30 January 2021, 23:16 | #68 |
Phone Homer
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I'd be interested in thoughts on SNES sprite sheets reduced to 16colour or MegaDrive.
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30 January 2021, 23:22 | #69 |
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So I had a quick look at the main character in the SNES game..
Here's the Sprite Sheet I used... https://www.spriters-resource.com/sn...f2/sheet/5557/ I cut it down to 1280 x 840 and to 16 colours, ran it through promotion into 16x16 tile maps.... this gave out an image of 320x2192. So memory wise this would chew up 350Kb of Chip ram. Now that tileset has alot of crap in it so maybe reduce it by 100kb to 250kb. So memory use wise. 500Kb for Sprite data 65kb for background screen buffer (512x256 x 16 colours) 130kb for foreground screen buffer (1024x256 x 16 colours) 250kb for music and Sound FX 200Kb program code 400kb for shit I forgot. ------- 1545kb hmmmmmm...... maybe... more analysis needed but I'm warming to the idea. |
30 January 2021, 23:28 | #70 |
Phone Homer
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what is rough size for the sprite sheet whole not in tiles.
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30 January 2021, 23:31 | #71 | |
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30 January 2021, 23:32 | #72 |
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As a hardware (and software) Amiga noob, I have a question for you guys:
If Street Fighter 2 is very hard to do (even with compromises) on plain A1200, how come we have that amazing port of Mortal Kombat 2 that runs very nicely on Amiga 500 - 1MB? Is Mortal Kombat 2 technically much simpler to make, or something else is case? And MOrtal Kombat 2 have digitized characters, not drawn, that I assume is harder to show in limited palette of Amiga 500. Yet, the game runs with no slow downs, with amazing gameplay feel, and amazing graphics and sound. It has magic, fatalities, everything... If SF2 would be made in similar engine (same sprites size... etc), do you think we could have much better port even on plain A500, or I am missing something obvious here? |
30 January 2021, 23:33 | #73 |
Lemon. / Core Design
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I don't think those sprite sheets on Spriters Resource are even laid out in a good way.. All those bounding lines, text, and the frames probably not even aligned correctly to 16 pixel boundaries (I've noticed this before when grabbing test sprite data from there)
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30 January 2021, 23:36 | #74 | |
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Edit 1: Mind you i'm setting here pissed so I might be wrong. Edit 2: I'm right by the looks of it... $dff10c (BPLCON4) controls bits for the palette of odd and even sprite allocations. Bits 0-3 select the odd palette (0-7) Bits 4-7 select the even palette (0-7) Last edited by mcgeezer; 30 January 2021 at 23:44. |
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30 January 2021, 23:38 | #75 | |
Pixelglass/Reimagine
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30 January 2021, 23:40 | #76 |
Phone Homer
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yeah I think if you aligned the characters you might get a much smaller tile set, I not sure it's any smaller is it?
but it might be better to have a custom tile maker so even if there not aligned it can spot a reused section. |
30 January 2021, 23:46 | #77 |
Zone Friend
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This guy did reversed the all game and rewrote it entirely in C, I guess he could help you.
There's also a lot of technical info about the game in his blog. https://sf2platinum.wordpress.com/ Last edited by kamelito; 30 January 2021 at 23:55. |
30 January 2021, 23:48 | #78 | |
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30 January 2021, 23:52 | #79 | |
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If you can live with similar compromises, you should be able to make a version of SF-II on the A500 that plays similarly well as MK-II does. However, what we're talking about with the A1200 port is about something that is much closer to the arcade. Still downgraded, but overall with most features in tact. And that is much harder. Basically the closer you get, the harder it becomes. |
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31 January 2021, 00:00 | #80 | |
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If this isn’t true I want to know how as it recently frustrated me! |
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