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Old 17 April 2019, 02:44   #1
turrican3
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Decent port of Ghouls 'N Ghosts possible?

sorry for the OT

mcgeezer,
after you pushed the amiga 1200 like this, do you think that
ghoul's n ghost could be done, i mean a perfect port except for the colours.
Just curious to have your point of view.
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Old 17 April 2019, 09:32   #2
mcgeezer
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sorry for the OT

mcgeezer,
after you pushed the amiga 1200 like this, do you think that
ghoul's n ghost could be done, i mean a perfect port except for the colours.
Just curious to have your point of view.
A perfect port would be tricky - but a very close one I would say yes.

There are a few things that complicate it. The blowing rain and trees scene on the first level would need a lot of memory, one of the parallax layers would likely need to be dropped as well.

The engine is a bit more complex as well with slopes and changing maps but that is just complexity and skills needed for the programmer and not limitations on the Amiga.

In summary, do-able but difficult, certainly a deep space project.
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Old 17 April 2019, 12:50   #3
VincentGR
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Someone tried to port it over the STE.
1:1 port is not possible I think, the arcade has tons of hardware sprites and tile engine.
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Old 17 April 2019, 15:05   #4
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Someone tried to port it over the STE.
1:1 port is not possible I think, the arcade has tons of hardware sprites and tile engine.
Ghouls n ghosts is fully programmed in asm68k. The 1200 is the beast to run it. The biggest problem being the ton of ram needed.
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Old 17 April 2019, 15:08   #5
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Someone tried to port it over the STE.
1:1 port is not possible I think, the arcade has tons of hardware sprites and tile engine.
That STE port is quite impressive, though it seems to not have the parallax background in there at all. It does use a large quantity of RAM though, but IIRC the coder has stated it could probably be done in less than what it uses now.
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Old 17 April 2019, 15:33   #6
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It's not just the memory needed that is the biggest problem, it's the tilemap hardware emulation (for want of a better words) that would need to be redone for the Amiga.

Not easy by any stretch, much more complex than Rygar.
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Old 17 April 2019, 16:40   #7
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This can be really challenging for an A1200 but it would really be a great game to transpose.
And the existing 68k base can be of great aid. STE coder is in this very board...
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Old 18 April 2019, 10:23   #8
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Interesting how bad the hit detection on the Megadrive versions is:

https://twitter.com/t_tomono/status/829128028747821056
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Old 18 April 2019, 12:28   #9
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If the A1200 can't even handle an absolutely perfect port of this basic 2D platformer, I might as well just chuck mine in the bin and get a PC Engine. Fucking pathetic.
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Old 18 April 2019, 12:43   #10
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While you're busy chucking the A1200, be sure to also chuck the Mega Drive, SNES and PC-Engine as they all failed to have anywhere near a perfect port. Weak ass junk systems, I say...

The base PC-Engine didn't even get a port, what a weak system it must have been
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Old 18 April 2019, 12:56   #11
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If the A1200 can't even handle an absolutely perfect port of this basic 2D platformer, I might as well just chuck mine in the bin and get a PC Engine. Fucking pathetic.
What do you consider to be a complex 2D platformer then?
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Old 18 April 2019, 13:04   #12
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Back in the day arcade systems were always way more powerful than the home machines. That was part of the draw.

The Megadrive port of GnG was actually thought to be quite good, despite the awful collision detection, because it played well.

One major issue for the Amiga version is that the standard joystick only has one button. You need one for fire and one for jump, because you need to be able to shoot upwards in many places.

But assuming you fixed that I think a decent port could be possible. The sprites are relatively small, not too many of them on screen, not too many bullets. Some of the bosses are quite big I suppose. It's not a twitchy game so maybe 25 fps would be okay.
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Old 18 April 2019, 13:19   #13
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If the A1200 can't even handle an absolutely perfect port of this basic 2D platformer, I might as well just chuck mine in the bin and get a PC Engine. Fucking pathetic.
Yeah , if A1200 cant do Mario world or Yoshi's Island or Sonic, its garbage!!!!.

Can't work out if your being sarcastic, trolling, or deluded.
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Old 18 April 2019, 15:47   #14
ross
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If the A1200 can't even handle an absolutely perfect port of this basic 2D platformer, I might as well just chuck mine in the bin and get a PC Engine. Fucking pathetic.
Really interested in the location of your bin.
Please do not call the garbage truck in advance!

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Old 18 April 2019, 16:13   #15
malko
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Really interested in the location of your bin.
Please do not call the garbage truck in advance!

we're going to play it : leaves, rocks, scissors, 1,2,3...
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Old 18 April 2019, 17:48   #16
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A proper version of Ghost ’n’ Goblins might be more in reach?
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Old 18 April 2019, 18:37   #17
Steril707
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If the A1200 can't even handle an absolutely perfect port of this basic 2D platformer, I might as well just chuck mine in the bin and get a PC Engine. Fucking pathetic.
Honestly dude, get a therapy.

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A proper version of Ghost ’n’ Goblins might be more in reach?
What's wrong with the one that exists? Never played it, but it looks arcade perfect to me?

Last edited by Steril707; 18 April 2019 at 18:45.
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Old 18 April 2019, 18:59   #18
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What's wrong with the one that exists? Never played it, but it looks arcade perfect to me?
IT IS almost arcade perfect, down to the little tricks and easter eggs; however i know two things that hardcore fans cannot wrap their head around: the non-FM music (generic synth instead of the clavicembalo and missing boss songs) and up for jump; for me those are negligible but some people really want 1:1
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Old 18 April 2019, 19:12   #19
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IT IS almost arcade perfect, down to the little tricks and easter eggs; however i know two things that hardcore fans cannot wrap their head around: the non-FM music (generic synth instead of the clavicembalo and missing boss songs) and up for jump; for me those are negligible but some people really want 1:1
Probably easier patching the existing version here than developing a new one.
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Old 18 April 2019, 19:19   #20
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I see the biggest problem in Tile vs Bitplane here in certain scenes. Like McGeezer already mentioned.
Like the storm/rain scene or this one: [ Show youtube player ]

Blitting all that shit in one frame is a lot.
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