17 February 2010, 10:31 | #1 |
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[REQ]Gauntlet II Sprites
Hello everyone. Long time reader, first time poster.
I was wondering if someone would be generous enough to rip Gauntlet II's sprites and tilesets. I was thinking of creating a nice remake using the amiga sprites, which are by far the best. I've searched all over the web, but I was unable to find other than the ugly NES version sprites which are obviously a lot less detailed. Thanks in advance. |
19 February 2010, 23:24 | #2 |
Retarded and dribbling
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Please post an uncompressed save state and I`ll have a look
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20 February 2010, 13:40 | #3 |
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20 February 2010, 14:05 | #4 | ||
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Quote:
Quote:
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20 February 2010, 18:46 | #5 |
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@ conundrum
Thanks for the savestate , I`ll have a look and post soon. Edit : Ripped this so far , not sure if there is any more Last edited by gifgit; 20 February 2010 at 22:07. |
21 February 2010, 12:34 | #6 |
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Oy! It looks great! Thanks for the help so far. But I think there are some more tile patterns that aren't there.
Also, is that a hidden Ferrari symbol on the last row? |
21 February 2010, 12:45 | #7 |
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might a single saves-state not only contain the tiles for the level currently loaded?
chaces are that the tiles are loaded / uncompressed etc when needed, so you'll either need a savestate for every level, or you'll need to locate the source data in the disk image. just a thought! |
21 February 2010, 12:49 | #8 |
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Perhaps. I'll get a few more save states. Problem is the game randomizes levels upon the completion of the 1st six, so getting a few more exquisite tile schemes will be a more complicated than expected.
*EDIT* And here's the savestates. From lvl 2 to 15, including the bonus level. I'm aware that some of these are just recolours of similar tile patterns, so feel free to sort that out or not according to your will. Will get more levels later. http://www.megaupload.com/?d=V0E4ZMB8 Had to put 'em on megaupload, if you don't mind. File is too big. Last edited by Conundrum; 21 February 2010 at 13:34. |
21 February 2010, 16:26 | #9 |
Retarded and dribbling
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Thanx conundrum , I`ll see what I can rip from these, it may take some time lol
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21 February 2010, 16:29 | #10 | |
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Quote:
http://eab.abime.net/zone.php? http://eab.abime.net/faq.php?faq=vb_...ezone_faq_item |
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22 November 2015, 21:22 | #11 |
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The Gauntlet II Amiga sprites and backgrounds use no more than 16 colours, it is a DIRECT ST port with only 16 colours used and shrunken sprites compared to Megadrive/Arcade of the mid 80s. Don't waste your time using such source graphics unless you are thinking of making an Atari ST game! It's about as dumb as the Gauntlet 1 conversion that needs 400% the processing power of the Atari ST original it was converted from
Gauntlet IV from Megadrive was something I worked on for ages before a HDD crash about 6 months ago but comfortably got them down to the Amiga 32 colour limit with all enemies, collectibles and player sprites as well as the original backgrounds of course. It looked great anyway but all gone now and anyway I am not a 68000 coder and not sure if C could handle the game at 50FPS....maybe 25/30FPS is achievable with C compiled code with good quality libraries. An arcade quality Amiga port for HD based systems and 1mb chipram is very possible though IMO and anything less than this target really is a waste of everyone's effort. Sorry if this offends, but Amiga NEEDS a technically excellent conversion of my favourite games because it should be possible. |
16 October 2016, 00:18 | #12 |
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32 colours, static info panel at side, 232x240 visible playfield with (at least) 15*15(=225) possible 24x24 bobs that needs cookie-cuts.
That will not refresh every frame. This is the bad news. However, you don't have to refresh it all - you can scroll the screen and move the player every frame if you construct the data structures right (like I think Alien Breed did) - This is the good news. You can optimize further by making a rule that a monster wont move until the whole square it wants to go into is clear, but that might be a bit different from the arcade (though I like that optimization a whole lot as a programmer). I have been toying with how to best do it for AGA, but can't find any fire-sure winning ways for 50fps. Using loads of copper-fu to get 6 hw sprites free, dual-playfield to cut(!) down on cookie-cuts etc, but I'm still uncertain how far that can take you. Perhaps I should just listen to my own advice and hope it looks and feels good enough... |
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