22 February 2015, 04:07 | #61 | ||
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It looks like many think that this is an actual conversion which is being discussed but it seems to me that CodeTapper initially meant this thread only as a thought exercise. This said, if it generates enough traction that's definitely an interesting project.
For reference: Quote:
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If you mean same richness (not number) of colours, similarly shaped (but not identical) parallax scrolling, then IMO it might be doable in 32 colours and certainly in 16 colours. This said there might be moments when the parallax scrolling can't be blit (*) or done with sprites so it would have to go. This said, as far as my post is concerned I welcome mentions of errors or simplifications I may have made. I am currently working on my own project so I am definitely interested in fixing the flaws in my reasonings. (*) what would be the past conjugations of "to blit"? Blit, blitted, blitten? Blit, blit, blit? |
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22 February 2015, 05:23 | #62 |
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About this project, I need this Stuff:
- Player's frames converder as sprite data. - Enemies framse, as actuall Gfx, they will be bobs. - Background's Gfx as tiles - Levels' maps in order to pick up tiles and write the background. - Weìll go for 32+ color on screen - All the sprite enemies weapons and stuff like that we will push into first 3-4 bit-plane - the lower portion of background, were main character go, we'll use the first 8-16 colors. So we can reduce bitplane bandwidth usage. - the parallax scrolling foreground will use the first 2-3 bit plane. If have some left power we can try to add it Gfx games dontì have to be pixel perfect, MUST BE BETTER This game will target ocs/ecs machine plus 512k fast mem. |
22 February 2015, 16:34 | #63 |
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i'm currently getting the tiles, with the right palettes from the coin-op roms
OK, let see here what i got for a start : Last edited by dlfrsilver; 22 February 2015 at 18:25. |
23 February 2015, 14:09 | #64 | |
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Quote:
Now, we need levelo tiles and map to put them on screen. I would like to start with scrolling, and see how with 32 colors things go.. |
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23 February 2015, 14:14 | #65 |
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23 February 2015, 14:20 | #66 | |
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Quote:
Now we need al tiles put well on one gfx bitmap, and we need some sort of tiles map in order to blit them correctly! Last edited by TCD; 23 February 2015 at 14:25. Reason: Back-to-back posts merged. |
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23 February 2015, 17:49 | #67 |
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Before we start: Would you like Rygara ECS/OCS or Aga?
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23 February 2015, 17:54 | #68 |
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AGA would be the way to go for a start. Then ECS/OCS.
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23 February 2015, 17:56 | #69 |
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So go for Aga? For this machine we will use dual-playfield, are you ok? For Aga quiet "simple" to do...
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25 February 2015, 09:02 | #70 | ||||
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Quote:
Quote:
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Hence that sun effect you could probably have it look similar-ish, but without overlaying sprites to hide the edges or drawing pixels into the bitmap you can't get it exactly the same. Having said that, I'm looking forward to seeing some progress on this! |
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28 February 2015, 07:25 | #71 |
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Work go well. I'm setting on the scroll routine. Just a little bit out of shape since my last Amiga stuff.
So far I'm working on OCS/ECS stuff. When some bugs gone I'm going to set all for AGA. Some questions: Are we going to use DualPlayfield Mode? Would be better to use Interleved mode? |
28 February 2015, 08:40 | #72 |
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AGA would be a defeat: this is a 1986 game!
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28 February 2015, 08:44 | #73 |
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28 February 2015, 08:54 | #74 |
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ocs/ecs plu 512k should be the real challenge.
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28 February 2015, 09:12 | #75 |
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I agree, OCS plus 512k. No, don't use Dual Playfield, there's no way to remap all the foregrounds and enemies to 7 colours without it looking like puke.
Last edited by Rebel-CD32; 28 February 2015 at 09:20. |
28 February 2015, 09:25 | #76 | |
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Quote:
BOB's will use the first 8-16 colors. I nedd background gfx and tiles'map |
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01 March 2015, 11:54 | #77 |
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Any gfx to use Mates? Waiting for help.
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01 March 2015, 19:04 | #78 |
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Hi, Rygar is one of my fav arcade game for sure, many coins of 25 pesetas I spend back in the time. Nice thread but there are some one making this game for Amiga?? In case yes ,wich lenguaje?? ASM ? C? Basic? Thanks
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02 March 2015, 16:03 | #79 |
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06 March 2015, 09:29 | #80 |
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Scroll routine Almost in place,just some adjustment here and there.. Any Gfx Tiles and map?
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