22 December 2011, 14:08 | #41 |
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But I already have disk two in my external disk drive SO WHY WON'T IT RECOGNISE IT? EH?
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22 December 2011, 14:16 | #42 |
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Dual Crew Shining proove in Sonic Attack that Sonic could have been done on amiga
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22 December 2011, 15:13 | #43 | |
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Quote:
http://eab.abime.net/showthread.php?t=41747&page=2 I take Mr Nuts as an example of a conversion where the style is similar [ Show youtube player ] or kid chaos [ Show youtube player ] Both "suffer" from the limited playfield/enemies palette limitations. The Zool "engine" approach would probably be a more playable Amigafied version but less faithful to the original. Last edited by spiff; 22 December 2011 at 15:19. |
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22 December 2011, 15:49 | #44 | |
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What about the tons and tons of processor cycles required to draw enemies, move them, spin the rings, animate flowers, work out speed on hills, work out which sprite animations to use on loops? And that's just the start. I mean, come on, that probably has < 2% of the tiles needed to make a single act of sonic, for a start. All that shows is about 5% or maybe less of the code required to make the game. |
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23 December 2011, 01:29 | #45 |
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I am glad US Gold never managed to release a conversion for this on the Amiga.
I remember reading that they were in talks about acquiring the license from Sega but when they saw just how big Sonic was going to be be they decided to keep it exclusive to sell Megadrive systems. US Gold made some pretty poor conversions back in the day, I'll never forget the disappointment when I loaded Street fighter II on the Amiga for the first time. |
28 December 2011, 06:45 | #46 | |
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s2325 loooooooooooool !!! Omg during a jump hahahaha !!
Magnetic Field with South Soutern were with no doubt the better to do a perfect conversition. The only differences would have been maybe the size of the screen (same size than Kid Chaos) and the sound (farrly better on amiga of course). Kid Chaos is really incredible, i don't think that a port of Sonic would have run under 50 fps. It would have been 50 fps with all the parallaxes, Kid Chaos handles this VERY well : see the first world with the incredible number of multidirectional parallaxes . Quote:
Last edited by Vollldo; 28 December 2011 at 07:00. |
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28 December 2011, 07:07 | #47 |
Amiga will never die!
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Sonic uses two 16 colour playfields and a 16 colour set of sprites on top. It runs in 320x224. Mr. Beanbag also runs in 320x224 and has two 16 colour playfields with 16 colour sprites, and when you gain some speed from rolling down some slopes it moves around about as fast as Sonic too. It's AGA-only of course, but I think it's the closest anyone has come to proving the Amiga hardware could handle a fairly accurate port of Sonic.
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28 December 2011, 07:51 | #48 |
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[ Show youtube player ]
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28 December 2011, 08:54 | #49 |
Amiga will never die!
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s2325, can I get a copy of this disk? I'd love to get that mod out and use it in my own Sonic fangame.
Does anyone else know of any mod versions of Sonic music? I started on this years ago but moved on to other things, although anyone is welcome to pick up the development files I used and continue the game. It's made in Backbone so you don't need to know how to code. http://sonicamiga.blogspot.com/ Last edited by Rebel-CD32; 28 December 2011 at 09:09. Reason: Attached game demo. |
28 December 2011, 12:08 | #50 |
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ADF in the Zone or you can download music from http://modarchive.org/index.php?requ...id&query=87833
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28 December 2011, 12:54 | #51 |
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Hmmm... that's funny as I believe the original Spring Yard is a cover/remix of another song. Unless it's me (I have heard the tune so many times I may be going loopy! )
I have the official 10th anniversary sonic CD (released 10 years ago) which has a bunch of tunes on in red book format, but I'm not aware of any other sonic tunes in mod format. Edit: Urgh... having listened to the mod I was thinking of Casino Night Zone (Sonic 2). Spring Yard Zone has one of the most boring Sonic tunes ever... there are a number of others that should have been converted which are much more entertaining. Yup, I'm a Sonic fan. I have played the originals loads, but admittedly haven't played any recent ones since Sonic Adventure 2. Regards, Lonewolf10 Last edited by Lonewolf10; 28 December 2011 at 13:08. |
28 December 2011, 13:22 | #52 | |
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Quote:
Regards, Lonewolf10 |
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28 December 2011, 13:34 | #53 |
Amiga will never die!
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Thanks s2325, this might inspire me to add a few more levels to the game. It was pretty fun putting the levels together once I had fine-tuned the player controls.
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09 January 2012, 22:37 | #54 |
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Here's the first half of Green Hill Zone Act 1 recreated in Backbone with Rebel's Sonic pack and using Tricky's music. Just extract it and double-click the icon to play, but remember this was made with Backbone, not coded properly and suffers from all of Backbone's limitations.
http://home.exetel.com.au/~amiga/Sonic.lha Would anyone who has WinUAE be able to make a video of the game being played? I don't have Windows but I'd like to be able to show some other Sonic fangamers how it looks. |
09 January 2012, 22:46 | #55 |
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Thank you. I can see intro and title screen but after seeing level there is lowlevel.library missing.
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10 January 2012, 00:38 | #56 | |
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Quote:
Tried to but can't get the actual game to run so missing some files for WinUAE. |
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10 January 2012, 00:52 | #57 |
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lowlevel.library is part of Workbench 3, game runs fine from a clean install, nothing else needed. I would've recorded it but I'm running WinUAE via VirtualBox and a recording would just be too choppy.
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10 January 2012, 02:32 | #58 |
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Ooooh it's AGA right.
Would it boot from a 2 Fd setup of WB3.0 and Extras 3.0? I have the files as a hard drive directory on my SATA unit. |
10 January 2012, 05:50 | #59 |
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Hey guys, I'm sorry but it needs to be run from Workbench and you need to have Kickstart 3.0 or 3.1. Backbone was made with Amos and is limited to OCS games only, but since it supports CD32 control pads it still requires Kickstart 3.0 or above if your game has CD32 pad support. I will recompile the game disabling all CD32 buttons and reupload it, sorry about that!
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10 January 2012, 18:59 | #60 |
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That's interesting. I had CD32 pad support for a game I was making on my real A600's (before they released the magic smoke), which was written in AMOS on Workbench 2. Not sure how they coded Backbone if they used AMOS (assuming I am thinking of the same AMOS).
Edit: I dug up my CD32 AMOS sourcecode, it indeed uses lowlevel.library. However, as long as lowlevel.library is in the correct place Cammy's Sonic game does work on Workbench 2. On my A600 WinUAE setup it runs really slowly. Not sure if that's because of my laptop's lack of emulation power, or whether it requires a faster CPU to run smoothly on an Amiga. Great work Cammy. I haven't played Sonic in years. Regards, Lonewolf10 Last edited by Lonewolf10; 10 January 2012 at 22:25. |
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