06 June 2019, 17:09 | #81 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,292
|
You can spare a lot of cycle by using some tricks for bobs' . So 50hz could be possible.
|
06 June 2019, 17:12 | #82 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,415
|
|
06 June 2019, 17:16 | #83 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,292
|
Quote:
What an incredible job they did with Elf mania which has an incredible parallax? |
|
07 June 2019, 10:02 | #84 | |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
Quote:
In other words it wastes a lot of your valuable CPU time. |
|
07 June 2019, 13:54 | #85 | |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,349
|
Quote:
Of course, it's still a massive step up from the D-pad on the original CD32 controller. As for reading controllers, the MD pad also needs a lot of cycles to read the 6 button variety, so you're unlikely to save any time there. Running them from the parallel port poses a couple of issues - first, 5V power is inadequate, so would also need connection to another port. Then, you'll still need to multiplex to read all the buttons, and multiplex again for a second controller. This means you'll need some extra logic in the adaptor - a direct pin-pin connection will give you no advantages over the standard controller port. Such a multiplexing scheme will still need a few cycles to read a controller in - there aren't enough bits in one read to get all the buttons, so you'll need to write and read again (and potentially wait) to get the rest. Such a device that can autonomously decode an MD pad into two bytes will be relatively expensive, and therefore less likely to be supported back in the day. |
|
09 June 2019, 17:53 | #86 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,415
|
Interesting, I don't mind the SNES pad, but for me it gets uncomfortable to hold/use so much quicker than the MD one.
|
09 June 2019, 23:28 | #87 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,004
|
Part of the reason Mortal Kombat 1 & 2 were so much better on Amiga than Streetfighter 2 was because the Atari ST was NEVER a consideration for conversion in the first place, so right away, they didn't have to consider what the ST could manage, and then leave themselves with a bigger job in changing the ST version to be properly Amiga specific.
I would imagine the ST version of Streetfighter 2 was written first, and other than some slight colour improvements and better music/effects, the Amiga version followed very quickly. |
10 June 2019, 05:33 | #88 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,534
|
The Street Fighter franchise has always been mistreated on the miggy, think at the first one being ported by Tiertex and establishing its eternal place in the hall of shame!!!
The following is a story i already told but is still a good reminder for the future: in april 1989 the italian edition of The Games Machine made an april fool about the "US edition" of Street Fighter 1, coded by none-the-less Discovery Software, showing an almost arcade perfect screenshot and narrating about a seven disk game; it indeed stroke a nerve and proved so effective that even years later, in 1993, someone in the mail still was asking what happened to that port! |
10 June 2019, 12:27 | #89 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,292
|
If we use ElfMani as comparison we could tell that Amigas' SF2 could had be better
|
14 June 2019, 08:00 | #90 |
Registered User
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 41
Posts: 3,773
|
Galahad is (as usual) correct. However the Amiga SF2 port would have still sucked, no matter what happened. As do the MK conversions.
Are they impressive for the hardware? Yes. Are they shit compared to almost every other version of the game? Absolutely. By this stage the A500 was so far behind the competition that it was nothing short of an embarassment. These should have been A1200 games. But even if they were, they still would have been shit due to the ridiculous 1/2 button limitation that has plagued the Amiga since the very beginning. Edit: Not to mention the fact that the fuckwits who programmed these games didn't even make them hard drive installable. Absolute tossers. Commodore didn't kill the Amiga, people who made shit games for it did. Last edited by Hewitson; 14 June 2019 at 08:07. |
14 June 2019, 08:18 | #91 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,292
|
Quote:
|
|
14 June 2019, 10:23 | #92 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
I played this game the other day (because you keep going on about it).
Yes, it's technically excellent but the game play is crap which pretty much makes the game crap. Good games push all of the human sensory buttons, Elf Mania only pushes sight. |
14 June 2019, 10:26 | #93 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,292
|
Ok, gameplay crap. What about a better one with that impressive effects?
|
14 June 2019, 17:15 | #94 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
Quote:
Just some thoughts... 1) Create a good control system using just a two button joypad. If that succeeds then... 2) Create a very efficient sprite management routine If that succeeds then... 3) Create an efficient panning routine (probably just have all the background in memory, 80 bytes wide by 20 bytes high would be enough). however.... (and this has been said before) it's number 1 that causes this genre to fail on the Amiga/ST. The reason these types of games are shit is because of the button limitations. |
|
14 June 2019, 20:33 | #95 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
4) just carry on talking endlessly about it....
|
14 June 2019, 20:47 | #96 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
I can only agree it bores me to death.
I wish the lad would just get on with it.... looking back I even took the time to extract a few sprites for him. Last edited by mcgeezer; 14 June 2019 at 20:49. Reason: For Fuck Sake. |
14 June 2019, 22:11 | #97 | |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
|
Quote:
Endless discussion threads about theoretical techniques without actually trying to produce anything are pointless IMHO. |
|
14 June 2019, 22:50 | #98 |
Registered User
Join Date: Jun 2018
Location: istanbul * turkey
Posts: 93
|
Hi everybody ,below video show SF2 game mod format music.it like arcade musics. ken stage music, ryu stage music ,Zangief stage music , Sf2 intro music, Sf2 select charcter music .i made video. but i dont made mod musics. i found it from internet.File size is only 64 kb.
[ Show youtube player ] i shared before this video.coded game c language.sf2ce test on Amiga 1200 with apollo 1240.Graphics dualplayfield .Screen color is thirtytwo .Eight color is first playfield.Other eight color is second playfield. Last sixteen color for bob . Two player character are has made blit object. A500 ,A600 , and A1200 without turbo. test result bad .It working slow. if can use assembly language .maybe enough fast.but amiga has got lack memory.Stopped developing. [ Show youtube player ] |
15 June 2019, 15:01 | #99 |
Registered User
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 41
Posts: 3,773
|
Wow. That music is a real embarassment. Personally, if I had have been the composer, I would have used a set of decent quality instruments and used these same instruments on every song in order to save disk space.
The result would have been far less disk space used, shorter loading times, and far higher quality music. An absolute no brainer. |
15 June 2019, 15:47 | #100 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,415
|
Quote:
For me, these discussions actually have helped me to do stuff. Now, I admit I've not done games - but all of the example programs I've made over the past 18 months or so were done based on exactly this kind of theoretical thread. These little examples were actually made to try and help people see that some of this theoretical stuff can be used 'for real'. Maybe one day I will make a game or something like that - probably using stuff I read or thought about in one of these many threads. Sadly, my personal life the last few years has been a bit of a mess so my priorities were elsewhere. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
A good port of Super Street Fighter II Turbo on CD32 | Rochabian | project.CD32 Conversion | 35 | 05 June 2022 14:43 |
Street Fighter 2 | weirdreams | Retrogaming General Discussion | 4 | 20 June 2012 23:15 |
Super Street Fighter 2 | Retro1234 | project.Sprites | 94 | 12 December 2008 11:20 |
street fighter | stuntpup | project.WHDLoad | 5 | 30 August 2007 20:45 |
[Fixed] Street Fighter II | Amigaboy | HOL data problems | 5 | 30 December 2002 21:34 |
|
|