27 March 2019, 14:47 | #161 |
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27 March 2019, 15:21 | #162 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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27 March 2019, 16:37 | #163 |
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27 March 2019, 17:28 | #164 | |
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Location: Novi Sad, Serbia
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Quote:
I don't know about technical stuff, that's why I asked. To me, Lionheart looks nicer. Don't know about gameplay, will try Rastan on Mame. |
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27 March 2019, 17:45 | #165 |
CaptainM68K-SPS France
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Rastan need 128 colors to be ok. Too many unique colors used, very hard to reduce the colors without making the game awful.
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27 March 2019, 18:20 | #166 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
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Porting a game that uses parallax to the Amiga will almost always lead to ugly looking compromises. |
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29 March 2019, 15:42 | #167 | |
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Location: Warsaw area
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Quote:
Check out the video I made of color reducing process. I go from 74 colors to 32. Results IMO can be even better when a pixel artist spend some time on retouching, dithering, etc... http://retronavigator.com/post/18379...o-show-how-the |
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29 March 2019, 22:14 | #168 |
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Location: france
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29 March 2019, 23:16 | #169 | |
CaptainM68K-SPS France
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Quote:
Rastan use a ton colors. In order to pass in 32 colors, a graphic artist is needed. You can't simply tone down the amount of colors so easily. The A500 can have a version, but the graphics have to redone, you can't kept them as they are and just put the colors from 256 unique colors of it down to 32. Sorry. |
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30 March 2019, 07:00 | #170 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Quote:
It's more about "should it be done". If in the end it looks like the Apple GS version I don't see the appeal for someone to spend a year converting it to the Amiga. Your version would have no parallax and no sprites, and don't forget the palette you chose need to work for the whole level and all its enemies, not just one screen. |
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30 March 2019, 07:39 | #171 | ||
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Location: Sofia / Bulgaria
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Quote:
And there is a thread about it on this forum - http://eab.abime.net/showthread.php?t=94483 Quote from phx there: Quote:
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30 March 2019, 11:51 | #172 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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Well, then go for it!
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04 April 2019, 04:59 | #173 | ||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
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Quote:
Lionheart uses the Dual Playfield mode which allows for two independently scrollable playfields but restricts the number of colors of the playfields to 7 for the foreground and 8 for the background. If you look at the first levels, you will notice that all the foreground elements (ground, monsters, platforms, etc.) share the same greenish palette and that this palette only changes vertically: that is the Copper doing its job. The total number of colors on screen can be quite high but the variety of colors of the foreground is very poor. In all levels where there is parallax scrolling you will not see any multicolor enemies, only enemies with the same color as the foreground. In Rastan, however, colors do not usually change vertically it there is a lot of color variety for the background, foreground and enemies: the max 15 colors of Dual Playfield would not work even with the Copper's help. Quote:
Rastan does not require that many moving objects moreover. |
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04 April 2019, 14:54 | #174 |
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05 April 2019, 13:38 | #175 |
TinkerTailorContentMaker
Join Date: Nov 2009
Location: Bedfordshire
Age: 45
Posts: 1,205
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Proof positive you can have arcade quality games on the Amiga. However, with this particular game it's like buying luxury chocolate only to find it contains razor blades...The graphics and sound shout play me! The gameplay does not. Sorry to go OT with that, this game gave me much grief back in the day. Looks amazing though..
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08 April 2019, 08:49 | #176 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,770
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I created this demo last summer.. Was an experiment I did with the Inviyya engine.
I always thought a much better game could have been made instead of the Ninja Spirit port we got.. [ Show youtube player ] For an actual conversion this would need a triple buffer running or going down to 25 fps. You can see slowdown in the video when the objects (lent from Inviyya... ) appear. But I think it would look actually quite good. Much better then the conversion we got. |
10 April 2019, 16:09 | #177 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
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Ninja Spirit Arcade is a work of art! Beautiful colors, atmospheric, evocative soundtrack; another charismatic IREM game from what it looks the same R-Type team+
Every time i load the PC Engine emulator and i play the by far superior port i think that Amiga could have done better; if you need help let me know! |
14 April 2019, 18:54 | #178 |
Registered User
Join Date: Jul 2014
Location: Madrid
Posts: 141
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In the absence of Rastan I'll have to settle for this .....
[ Show youtube player ] |
06 June 2019, 03:33 | #179 | ||
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
Quote:
You could also disable the parts of the sprite background which are not visible once they are covered by foreground elements, this would free quite a few DMA cycles. |
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18 August 2019, 19:09 | #180 |
Registered User
Join Date: May 2003
Location: mercury
Posts: 577
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I think Rastan would be factible for Amiga 500, just no perfect port but conversion with its restrictions.
7 colors for main graphics.. its a crap.. but could be done reasonably well. Of course making some concessions,.. and for example, having some enemies with different colors respect original coin op.. At this very moment I thinking that lions from first stage would be green same as the man-lizards.. That kind of sacrifices. Rastan and his weapons, possible projectiles, collectables.. could be made with sprites. Ive already drew time ago a Rastan sprite. I've reduced its wide to 16 pixels.. consist in two sprites of 3 colors superimposed. A third sprite would be the weapon.. easily interchangeable. Here a video.. [ Show youtube player ] |
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