English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 04 February 2019, 17:36   #101
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,372
Quote:
Originally Posted by thellier View Post
Any good arcade game BUT with a whole new graphics set in HAM will be avesome
For example X-Men vs. Street Fighter
Have you had some insight on how HAM works?
Steril707 is offline  
Old 04 February 2019, 17:58   #102
Solo Kazuki
Registered User
Solo Kazuki's Avatar
 
Join Date: Sep 2004
Location: Poland
Posts: 746
There is (very poor) beat'em up in HAM8. It's Olo Fight. So it's possible.

[ Show youtube player ]

But something like patched/fixed/updated Super Street Fighter II Turbo is better idea.

[ Show youtube player ]
Solo Kazuki is offline  
Old 04 February 2019, 19:32   #103
Master484
Registered User
Master484's Avatar
 
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 424
Splatterhouse could be a good candidate for an Amiga conversion:

[ Show youtube player ]

Game scrolls to only 1 direction and object amounts on screen seem quite "blitter friendly".

Also the backgrounds are almost like designed for the copper; in every level one can easily see the Y-lines where some cool palette swaps could be made.

If colors are chosen well then 16 colors + copper + sprites might be enough. But 32 colors could be possible too.

And if converted to the AGA, then everthing could be super enhanced: more colors, more blood, etc.

---

But if that is too scary, then maybe Up'n Down ?

[ Show youtube player ]

C64 has an excellent conversion of this, so surely Amiga should be capable of a good port too.
Master484 is offline  
Old 04 February 2019, 19:46   #104
Retro-Nerd
Missile Command Champion

Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 48
Posts: 11,900
Yep, Splatterhouse would be great. I love the Arcade/FM-Towns port and PC-Engine versions.
Retro-Nerd is online now  
Old 04 February 2019, 23:11   #105
dlfrsilver
CaptainM68K-SPS France
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 42
Posts: 8,388
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Retro-Nerd View Post
Yep, Splatterhouse would be great. I love the Arcade/FM-Towns port and PC-Engine versions.
this game is too big. the sprites are in a not amiga compatible tile format (like dragon spirit).

The levels use multiple tilemaps mixed in 8x8 characters. a nightmare.

And the arcade code is M6809.

the ideal conversion is either a good game not too complicated, or/with the main program in 68000.

the best and easier thing would be to have a tool running on PC, which would read the arcade code tiles or sprites metadatas, and the graphic assets, and from here, allowing to get directly by pointing at the right place the sprites or tilemaps, ready to export in Amiga format.
dlfrsilver is offline  
Old 05 February 2019, 02:06   #106
Shatterhand
Warhasneverbeensomuchfun

Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 36
Posts: 3,437
Done in the oldschool way, Splatterhouse would be a good candidate, I agree. You won't be ripping the graphics from the arcade, but probably redoing them. But the way the game works, it's a good candidate to have a very playable and good looking version on amiga.

Quote:
You can add 16 additional colours for the player sprite (and only that one) if it will never be more wide than 64 pixels.
No you can't. You need the main player to be drawn behind and in front of enemies at the same time. You can't draw a sprite behind and in front of the bitmap at the same time. It's either one or another

Quote:
I think if Final Fight had some gameplay tweaks here and there, it would be absolutely best beat em up for Amiga. Now it's one of the worst.
Also, for example, Captain Commando, if I remember correctly, didn't had large sprites (smaller then FF), and if you remove parallax, carefully pick colors, and watch on the gameplay, a very nice port could be done for OCS.
That's really the point IMO. My problem with Final Fight on Amiga was never the graphics, but the gameplay. If the game played more like the arcade (with proper combos, all attack moves, etc - even if sprites had to be smaller for fit all this on memory) it would be great.

I mentioned Captain Commando, King of Dragons and Knight of the Rounds exactly because the sprites on those games are smaller than in games like Final Fight or Cadillacs & Dinosaurs. I know some of the bosses are big , but you could make compromises. Of course it would be a huge task, not one anyone would make for free today, but back at the time I am pretty sure that teams like Random Access, Ocean France or Graftgold could do it properly.
Shatterhand is offline  
Old 05 February 2019, 10:07   #107
thellier
Registered User
 
Join Date: Sep 2011
Location: Paris/France
Posts: 225
Quote:
Originally Posted by Steril707 View Post
Have you had some insight on how HAM works?
Yes. From my first Amiga in 1986 when I coded in ASM
http://eab.abime.net/showthread.php?t=70527


And I think that with sufficient horsepower and RAM (to have original 12 bits pictures or the correction maps) it will be possible
thellier is offline  
Old 05 February 2019, 20:25   #108
Shatterhand
Warhasneverbeensomuchfun

Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 36
Posts: 3,437
Quote:
(I never understood the 8 sprite limit of OCS/ECS and especially in AGA which let you have huge sprites but you couldn't split them up. Even in 1985 8 sprites was a pretty anemic number.)
8 Sprites wasn't that bad since you could reuse them on different scanlines using the copper.

The way the pallete colors were spread between them was really silly. Both the Master System and MSX2 also released on 1985 could only have 8 sprites per scanline... but both had a separate 16 colors palette just for the sprites. This would be much better.

Though I believe using the copper to reuse sprites eats DMA, and those 8 bits system could do this without any big caveat (except the max limit of 32 sprites on screen for the MSX2 and 64 for the Master System)
Shatterhand is offline  
Old 07 February 2019, 00:29   #109
Nightshft
Registered User

Nightshft's Avatar
 
Join Date: Mar 2018
Location: Austria
Age: 44
Posts: 316
Project Firestart would be awesome, but it's a big project.

Much earlier released (1984) was Chuckie Egg.
It has lots of Ports, but (edit: from the machines I know) it's only fun on the ZXSpectrum (due to gamespeed and more). An Amiga conversion exists but looks like a completely different game. Because of Spectrums Hardware Limitations it's so ugly compared to what the Amiga could do - it's just crying for a conversation.

And as I think about it - why is there no Wizard of Wor on the Amiga? It's a fun 2 player game and shouldn't be too hard to do.

Same applies to H.E.R.O. (ok, it's a fun 1 player game )

Last edited by Nightshft; 07 February 2019 at 14:37.
Nightshft is offline  
Old 07 February 2019, 00:41   #110
Galahad/FLT
Going nowhere

Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 46
Posts: 7,510
Quote:
Originally Posted by Nightshft View Post
Project Firestart would be awesome, but it's a big project.

Much earlier released (1984) was Chuckie Egg.
It has lots of Ports, but is only fun on the ZXSpectrum (due to gamespeed and more). An Amiga conversion exists but looks like a completely different game. Because of Spectrums Hardware Limitations it's so ugly compared to what the Amiga could do - it's just crying for a conversation.

And as I think about it - why is there no Wizard of Wor on the Amiga? It's a fun 2 player game and shouldn't be too hard to do.

Same applies to H.E.R.O. (ok, it's a fun 1 player game )
Dude, Chuckie Egg on the BBC was pretty good.
Galahad/FLT is offline  
Old 07 February 2019, 01:12   #111
Nightshft
Registered User

Nightshft's Avatar
 
Join Date: Mar 2018
Location: Austria
Age: 44
Posts: 316
Sure! I only compared the machines I know well or own (ZXSpectrum, C64, Amiga). Sorry, my mistake.
Nightshft is offline  
Old 07 February 2019, 04:23   #112
Gunbot
Registered User
Gunbot's Avatar
 
Join Date: Aug 2009
Location: SoCal
Posts: 66
NeoGeo scrollers would be nice.

Sengoku
Metal Slug
Shock Troopers
Gunbot is offline  
Old 07 February 2019, 09:33   #113
mcgeezer
Registered User

 
Join Date: Oct 2017
Location: Sunderland, England
Posts: 1,699
Quote:
Originally Posted by Gunbot View Post
NeoGeo scrollers would be nice.

Sengoku
Metal Slug
Shock Troopers
Nothing too difficult then.
mcgeezer is offline  
Old 07 February 2019, 10:58   #114
Hewitson
Registered User
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 37
Posts: 3,576
Quote:
Originally Posted by Gunbot View Post
NeoGeo scrollers would be nice.

Sengoku
Metal Slug
Shock Troopers
There is absolutely ZERO chance that even a 68060 could run an acceptable conversion of these games. A silly suggestion.

I would LOVE to see Wizard of Wor and H.E.R.O. on the Amiga. But even if they were, I doubt they'd be better then the C64 versions. They're absolute perfection.
Hewitson is offline  
Old 07 February 2019, 11:39   #115
Shatterhand
Warhasneverbeensomuchfun

Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 36
Posts: 3,437
Quote:
Originally Posted by Hewitson View Post
There is absolutely ZERO chance that even a 68060 could run an acceptable conversion of these games. A silly suggestion.

You're saying the Amiga is less powerful than a Game Boy Color?

[ Show youtube player ]
Shatterhand is offline  
Old 07 February 2019, 11:48   #116
Hewitson
Registered User
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 37
Posts: 3,576
No, I'm saying that the GBC port of that game is in no way an acceptable conversion. Impressive considering the hardware, but basically a piece of shit compared to the original Neo Geo game.
Hewitson is offline  
Old 07 February 2019, 12:26   #117
Shatterhand
Warhasneverbeensomuchfun

Shatterhand's Avatar
 
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 36
Posts: 3,437
If this GBC port of that game was released back at the day for Amiga it would probably get very good reviews and there wouldn't be many games to compete with it.

It's about the gameplay, not graphics. I guess.
Shatterhand is offline  
Old 07 February 2019, 13:24   #118
Retro1234
Boo

Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 4,594
Metal Slug on Atari Falcon
[ Show youtube player ]
Retro1234 is offline  
Old 07 February 2019, 14:15   #119
buzzybee
Registered User

 
Join Date: Oct 2015
Location: Landsberg / Germany
Posts: 329
Suppose it´s a great achievement to get such an emulation up and running on a Falcon; even with a framerate which makes the whole thing totally pointless.

An AGA-Version of Metal Slug would not look as good as the original, but could keep the charme, spirit and playability alive. TONS of work though. This is one of the NeoGeo-titles which is just bursting of little but important details.

Having said that, my RESHOOT R-engine perfectly suits this kind of game. If someone pays for my living, I´d convert it. :-)
buzzybee is offline  
Old 08 February 2019, 10:59   #120
sokolovic
Registered User

sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 244
Well that's a good suggestion, considering how the Reshoot-R engine seems impressive. Really looking forward to buy this game in order to encourage the impressive effort puts into its production. And I also really do hope that it will be used again to make some other games. I'd love to see a Metroidvania game on the Amiga for example.

About Metal Slug, there is also the Neo Geo Pocket versions that could be interesting to port (not straight arcade port thought), and much more doable than the MVS ones, maybe with better GFX even on ECS.

(and by the way that's a bit strange to read that "There is absolutely ZERO chance that even a 68060 could run an acceptable conversion of these games." considering they are actually running on a 68000 console.
sokolovic is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
if msx games was ported to amiga ? turrican3 Retrogaming General Discussion 57 18 August 2018 20:35
Has anyone ever ported Atari Jaguar games to Amiga? eXeler0 Retrogaming General Discussion 39 26 April 2017 15:18
Why not so many Amiga games ported/remaked for Android? sweup New to Emulation or Amiga scene 6 12 August 2016 23:31
Popular Amiga games that were ported over to consoles? isamu Retrogaming General Discussion 10 05 August 2014 15:48
C64 games which got ported or cloned for the Amiga?. Whitesnake Retrogaming General Discussion 29 05 August 2006 10:06

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 03:58.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Page generated in 0.10131 seconds with 16 queries