08 April 2019, 11:34 | #21 |
Inviyya Dude!
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Not so sure about blitting two 64x80 wide objects in 5bpl and flipping them in real time in one frame, to be honest.
I think you are too optimistic here.. |
08 April 2019, 11:35 | #22 |
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If the stipulation is it must only work with one or two button joysticks then you may as well not bother. SF2 without 4 (preferably 6) buttons is a woeful experience.
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08 April 2019, 11:40 | #23 |
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I'd rather prefer porting Yie Ar Kung Fu (which would be easy), or creating something completely original that works within the Amigas technical boundaries.
But this is not the topic of this thread.... add/edit: had something cooked up three years ago, when I started coding for the Amiga. But then went for creating a shmup instead: [ Show youtube player ] |
08 April 2019, 11:52 | #24 |
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We already have a very good Street Fighter 2 port on the Amiga: SSF2 AGA.
Boo Boo (Retro1234) and I managed to edit the original background pics. Check out these threads: http://eab.abime.net/showthread.php?t=40447 http://eab.abime.net/showthread.php?t=41499 Why not replace the old backgrounds once again with even better ones? |
08 April 2019, 12:27 | #25 | |
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In my calculations I didn't realise it was only one set of sprites in a direction, double my sprite estimates then so this makes it AGA only. alpine9000 is right though... the buttons available would hamper the game. |
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08 April 2019, 13:54 | #26 | |
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08 April 2019, 15:08 | #27 | |
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Just released a new Blitz SF2 graphics demo: http://eab.abime.net/showthread.php?t=96990 |
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08 April 2019, 15:17 | #28 | |
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Don't get me wrong, I do not think that's easy with all the other stuff going on, but not completely out of reach for an A500 with some compromises. Last edited by chb; 08 April 2019 at 15:20. Reason: Confused bytes with words :) |
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08 April 2019, 15:30 | #29 |
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I've thought about a better SFII port a while back and my idea was to have a number of 'key frames' for the fighter animations and pre-calculate the delta between these frames and the next ones in sequence. Either on a 16x16 grid base, or on a complete fighter base*.
Then, during the game you'd 'unpack' those delta's in real time. This might be a complicated affair, but it seemed doable to me from a Blitter/CPU overhead. Mind you I was targetting an A1200 AGA version using Dual Playfield. In my idea, I reserved 1 playfield for the background and 1 for the 1st fighter. The second fighter plus 'foreground objects' would be done using sprites. The background layer would either not have parallax or soft parallax only. It would occasionally be required to mask parts of the sprite out to show the opponents fists or feet, but this is generally limited to a small portion of the fighter. This would allow 15 colours per fighter, plus a 'decent' looking background. Crucially, using the Dual Playfields + sprites like this makes for a very low overhead for displaying the fighters (essentially all blitting required for the fighters could be done in copy mode - cookie cut mode would only be needed for the small masking areas). Even two 192x256 fighters should easily be doable in a frame this way. I got sidetracked so never actually put the idea to the test, but I'm pretty certain it would've worked from a performance point of view. *) Alternatively, make a bunch of 16x16 tiles to build the fighters from. This will also lower memory pressure significantly. |
08 April 2019, 16:25 | #30 |
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Why don't start from GBA version?
https://www.spriters-resource.com/ga...ance/sfalpha3/ https://www.spriters-resource.com/ga...fighter2turbo/ |
08 April 2019, 17:57 | #31 |
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I often read in these "Street Fighter 2 remake" threads that people want to use sprites and bobs mixed up for the two fighters.
Wouldn't you basically need a "sprite" and a different "bob" sheet for that? I mean, you usually keep your BOB data (for 16 colours) 4bpl interleaved, and the sprite data would need to be 2x 2bpl interleaved. How do you circumvent to need to juggle two different sprite/bob sheets in that case? |
08 April 2019, 18:10 | #32 | |
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You keep just one sheet (for bobs is probably easiest) and convert to sprite data in real time when loading. Should be fairly easy to do. |
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08 April 2019, 19:07 | #33 |
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Sounds reasonable...
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08 April 2019, 19:42 | #34 | |
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Using a table, would that mean you will flip the sprite with the Cpu?, why not use the blitter, flipping a wordstrip can be done in 4 passes with the blitter. |
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08 April 2019, 20:46 | #35 | ||
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Quote:
Quote:
*http://eab.abime.net/showpost.php?p=...&postcount=248 - not sure if it's 100% correct. |
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09 April 2019, 09:00 | #36 |
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09 April 2019, 09:20 | #37 |
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What about IK+ 2019? Would be great pushing amiga at is limit!
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09 April 2019, 09:28 | #38 |
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09 April 2019, 09:46 | #39 |
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09 April 2019, 11:24 | #40 |
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