11 April 2019, 10:16 | #61 |
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11 April 2019, 10:18 | #62 |
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11 April 2019, 10:21 | #63 |
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11 April 2019, 10:23 | #64 |
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11 April 2019, 10:24 | #65 |
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11 April 2019, 10:26 | #66 |
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11 April 2019, 10:27 | #67 |
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11 April 2019, 10:32 | #68 |
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But then there would be no entry on IndieRetroNews claiming "OMG! STREET FIGHTER 2 FOR AMIGA IS COMING!"...
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11 April 2019, 11:17 | #69 |
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Here you go Sandruzo...
Knock yourself out. Done in 8 colours (which I like) http://www.siesmicminds.com/download...SAN1_8cols.iff And 16 colours... http://www.siesmicminds.com/download...AN1_16cols.iff Enjoy. Geezer |
11 April 2019, 14:31 | #70 | |
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Quote:
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13 April 2019, 15:42 | #71 |
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I see we've moved on from Metal Slug Solid for the time being...
I've never played any other version of Street Fighter 2, so I'm none the wiser as to what I'm missing out on, all those years ago. I'm left with a happy memory of the game.
If this is just to prove that OCS/ECS can keep up with the big boys (arcade machines) of the day, then I hope it doesn't just stop at there. Adding more characters, locations and story-arcs would make all the effort so much more worthwhile. |
13 April 2019, 20:21 | #72 |
Guru Meditating
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Just has a play of Super Street Fighter 2 DX. Blimey, it’s surprisingly not awful the control are ok with 6 buttons, all the animations and speed is there. The music and sound is poor, the sprites look small compared to MD/SNES and the colours are weak but overall it’s massively better than SF2 or SSF2Turbo
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15 April 2019, 12:27 | #73 | |
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Quote:
SF2 actually runs at a different speed internally. The turbo modes just skip frames, in odd ratios like 3:5, so it has to run at 90+ FPS internally even if only 60 frames are drawn. Even normal speed at 60 fps is quite an achievement. |
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06 June 2019, 03:07 | #74 | ||||||||
Code Kitten
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There was no reason to limit oneself to one button controllers back in the day and there is even less nowadays. When my Amiga games ship, they will support MegaDrive 6 buttons controllers and I expect players to invest in proper gear to play them. Quote:
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- sprites are not that big, easy for the blitter to blit them in and clear at 50Hz - animations are actually *very* sparse, objects positions change between frames but the same keyframe is used from 5 to sometimes 20 frames! There is plenty of time in between keyframe changes to do a lot of things (unpack the next frame, flip it, etc.) Quote:
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SF2 ECS does not play well, it is slow, collisions are fiddly, controls do not always respond correctly. Its pace has nothing to do with the arcade original. Quote:
It is slow because like 99% of US Gold subcontracted games, it was coded like crap for the cheapest possible price by a second rate studio. Quote:
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Battle Squadron moves more pixel data every frame than SF2 does (if we exclude SF2 animated background). |
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06 June 2019, 10:29 | #75 |
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Is the Megadrive pad that much better though? You have to do multiple read cycles to get the additional buttons. It's not quite as bad as the CD32 bit it's not great either.
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06 June 2019, 10:38 | #76 |
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In terms of programming it may not be ideal, but it's a fantastic controller to play with. Extremely comfortable to use, unlike the CD32.
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06 June 2019, 11:39 | #77 | |
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The MD one just sits in the hand so much better than any of them. It seems designed for use by humans rather than for looking nice. |
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06 June 2019, 13:07 | #78 |
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Vaguely on topic, I have one of the new 8bitdo M30 wireless MD pads and that works with no noticeable lag on my CD32 using one of the MD->CD32 adapters
https://www.amazon.co.uk/dp/B07HB1XF...740111_TE_item |
06 June 2019, 16:59 | #79 | |
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Quote:
As for unpacking the animations, this is easily doable, however the 1st frame of an animation sequence would need to be available instantly to initiate the animation. Probably the first frame would need to be unpacked, or very simply packed so it can be decoded very quickly |
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06 June 2019, 17:06 | #80 | |
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Quote:
As for frame time use, I did a quick back-of-the-envelope calculation. A 80*96 sprite (which is roughly how big the SF2 sprites seem to be) would take roughly 17K DMA cycles if blit using a standard blitting algorithm*, a 5 bitplane display would take roughly 27K cycles and there are roughly 68K available on a PAL Amiga, after deducting audio/refresh but not sprites. So displaying the screen + 2 character sprites would take some 90% of available DMA cycles unless tricks are used. Which is why I think an AGA version would probably be a better fit. *) Sandruzzo is considering an algorithm that would allow at least one of the two characters to be blit significantly faster. Last edited by roondar; 06 June 2019 at 17:12. |
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