English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 15 June 2017, 18:14   #1
albino
Registered User
 
albino's Avatar
 
Join Date: Dec 2006
Location: france
Age: 45
Posts: 220
operation thunderbolt

I everyone,

I was just wondering if the amiga version is a straight port of the st?
Or did he get some improvement allowed by the ocs chipset.
albino is offline  
Old 15 June 2017, 19:02   #2
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Yes this game is an ST port.
dlfrsilver is offline  
Old 15 June 2017, 19:07   #3
albino
Registered User
 
albino's Avatar
 
Join Date: Dec 2006
Location: france
Age: 45
Posts: 220
Thanks denis,

tough the game is quite good conversion of the arcade it could have been even better on the amiga..
albino is offline  
Old 15 June 2017, 19:14   #4
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by albino View Post
Thanks denis,

tough the game is quite good conversion of the arcade it could have been even better on the amiga..
I personally perfer Operation Wolf to Operation Thunderbolt. It's more licked up, and the color palette is better (normal, since Taito Gave Ocean France the arcade assets directly).

For operation thundebolt, it's a rework.
dlfrsilver is offline  
Old 16 June 2017, 00:01   #5
albino
Registered User
 
albino's Avatar
 
Join Date: Dec 2006
Location: france
Age: 45
Posts: 220
Quote:
I personally perfer Operation Wolf to Operation Thunderbolt. It's more licked up, and the color palette is better (normal, since Taito Gave Ocean France the arcade assets directly).
Is it an atari st port too?

Last edited by albino; 18 June 2017 at 02:27.
albino is offline  
Old 16 June 2017, 09:39   #6
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by albino View Post
Is it an atari st port too?
Not exactly. Operation wolf is using IFF format files. taito gave them in this Amiga file format the assets on 15 floppies.
dlfrsilver is offline  
Old 16 June 2017, 17:25   #7
albino
Registered User
 
albino's Avatar
 
Join Date: Dec 2006
Location: france
Age: 45
Posts: 220
15 FLOPPIES!

Did ocean france coded the game taking advantages of the ocs chipset, or did they ported afterward to they amiga?

They graphics are fairely close to the arcade for sure...
albino is offline  
Old 16 June 2017, 19:40   #8
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by albino View Post
15 FLOPPIES!

Did ocean france coded the game taking advantages of the ocs chipset, or did they ported afterward to they amiga?

They graphics are fairely close to the arcade for sure...
Ocean France coded 98% of the time for the machine the game was running on. This meant the amiga was really well exploited.

For instance, Pang is a true 64 colors game (not halfbright). Same for Snow Bros, which is using more than 60 colors on screen.

they had top programmers, and one of the best of the industry.

His name is Mcoder, also known as Jean-Charles Meyrignac. He was a 68000 god absolute king of optimization !

Pierre Adane, who was an Amiga coder, just got better at his contact, he learned how to code in the best possible way, as well as optimizing like hell his code.

The history do the rest : Pang, Snow Bros, and all the others great game he did
dlfrsilver is offline  
Old 16 June 2017, 19:44   #9
Amiga1992
Registered User
 
Join Date: May 2001
Location: ?
Posts: 19,645
I don't think it was just about good code, they did all these amazing arcade conversions, knowing, conceptually, exactly where to cut corners and compromise, without losing the original game's feel.

A great team of devs no doubt.
Amiga1992 is online now  
Old 16 June 2017, 19:59   #10
albino
Registered User
 
albino's Avatar
 
Join Date: Dec 2006
Location: france
Age: 45
Posts: 220
Quote:
Originally Posted by Akira View Post
I don't think it was just about good code, they did all these amazing arcade conversions, knowing, conceptually, exactly where to cut corners and compromise, without losing the original game's feel.

A great team of devs no doubt.
I was very desapointed by ivanoe, ocean beach volley, toki is a great game unfortunely the screen is very small i'm sure team 17 would have done a better job..
albino is offline  
Old 17 June 2017, 08:42   #11
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Basically, Ivanhoe was not really a great game : it was made in mind for the ST, so if you check the amount of sprite frames for the main hero, that's way too thin to make the animation good enough.

About Toki, no, even Team 17 would not have done better. Let me explain why :

Toki is a game made to run on OCS and ECS amigas, with 512kb of ram. In order to see the coin-op of Toki exactly ported, you'd need at least 4mb of ram even with less colors.

That's the first point. Next, Toki is FULLY using the amiga chipset to the maximum :

it uses the dual playfield feature, with 8 colors for the background, 16 for the sprites, and 16 for the foreground. the remaining colors are applied with the copper. This bring out something like 64 colors on screen.

Next, some foreground/backgrounds have a double palette, changed with the copper.
so 32 colors.

I'm saying all this minding that i have fully extracted all the assets for this game, as well as posting on HOL all the maps.

So in the end, Toki screen size has been calculated with all those constraints in mind.
With 512kb of ram, you just couldn't have a bigger screen.

at this time, Amiga with 1 mb where not on the market (or it was too soon).
dlfrsilver is offline  
Old 17 June 2017, 12:01   #12
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,773
I dont think Toki uses dual playfield it has to re-draw the background thats probably why the screen is small, if it was dual playfield it could be larger screen and faster but limited to 7*8 colours.
Retro1234 is offline  
Old 17 June 2017, 14:22   #13
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Retro1234 View Post
I dont think Toki uses dual playfield it has to re-draw the background thats probably why the screen is small, if it was dual playfield it could be larger screen and faster but limited to 7*8 colours.
Toki use the dual playfield system. The background used for that is in 8 colors.

The screen is small due to memory constraint. It's not a 1mb game, but a 512kb game.
dlfrsilver is offline  
Old 17 June 2017, 15:17   #14
Galahad/FLT
Going nowhere
 
Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
Sorry Denis but it isn't dual playfield. Toki is 32 colour 5 bitplane mode for the main game screen, and 16 colour 4 bitplane mode for the score stuff. The screen is that small so that it can redraw the background parallax layer.
Galahad/FLT is offline  
Old 17 June 2017, 18:35   #15
Amiga1992
Registered User
 
Join Date: May 2001
Location: ?
Posts: 19,645
Toki is an amazing conversion and I do not mind teh smalelr screen size at all. I quite like those square screen conversions. GnG also used this resolution and worked well.
Amiga1992 is online now  
Old 17 June 2017, 19:18   #16
Retro1234
Phone Homer
 
Retro1234's Avatar
 
Join Date: Jun 2006
Location: 5150
Posts: 5,773
Addams Family also had a smaller screen.
Retro1234 is offline  
Old 17 June 2017, 19:59   #17
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Galahad/FLT View Post
Sorry Denis but it isn't dual playfield. Toki is 32 colour 5 bitplane mode for the main game screen, and 16 colour 4 bitplane mode for the score stuff. The screen is that small so that it can redraw the background parallax layer.
I have ripped with maptapper the whole assets of this game.

Yes it's a 5 bpl game, but since it uses multiple palettes, the color count is around 60.

*EDIT* I have checked Toki's source code, and indeed, the dual playfield is done in software.
dlfrsilver is offline  
Old 17 June 2017, 20:04   #18
albino
Registered User
 
albino's Avatar
 
Join Date: Dec 2006
Location: france
Age: 45
Posts: 220
Fore me it looks ocean france didn't master the amiga as good as the major amiga programming team...they did descent conversion but for instance the sale curve could handle better the amiga...
albino is offline  
Old 17 June 2017, 20:46   #19
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 46
Posts: 10,412
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by albino View Post
Fore me it looks ocean france didn't master the amiga as good as the major amiga programming team...they did descent conversion but for instance the sale curve could handle better the amiga...
What do you exactly mean ?

Sales Curves got access to the arcade assets of the games they converted.

Next, theirs games used the DLS system, aka Dynamic loading system. It allows to use the computer like a coin-op machine, with almost no limit out of the disk space.
dlfrsilver is offline  
Old 17 June 2017, 20:59   #20
Galahad/FLT
Going nowhere
 
Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 8,986
Quote:
Originally Posted by dlfrsilver View Post
I have ripped with maptapper the whole assets of this game.

Yes it's a 5 bpl game, but since it uses multiple palettes, the color count is around 60.

*EDIT* I have checked Toki's source code, and indeed, the dual playfield is done in software.
Denis, its still not dual playfield
Galahad/FLT 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
Operation Thunderbolt Supamax support.Games 16 09 October 2009 23:51
operation firestorm Wepl HOL suggestions and feedback 10 27 July 2008 15:03
Operation Thunderbolt Configuration microslave support.Games 11 11 March 2007 13:07
Operation Thunderbolt kemppe request.Old Rare Games 4 07 April 2002 16:19
Operation Thunderbolt sborat support.Games 9 25 July 2001 23:04

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 21:31.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.11362 seconds with 13 queries