15 November 2016, 07:38 | #81 |
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15 November 2016, 09:10 | #82 |
Lemon. / Core Design
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Yes and no
As a technical project, just to show that the Amiga could have had a near perfect conversion, then I don't think it's useless... Given that the GFX from the coin-ops can be ripped and converted quiite easily, the time overhead is a lot lot less. It would though be nice to see some coders & artists use the techniques developed on the Amiga, to produce something original (possible inspired by old coin-ops) |
15 November 2016, 09:46 | #83 | |
CaptainM68K-SPS France
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The problem, the real one, is the amount of colors. Those games for many of them use planar display with 256 colors on screen (mostly dynamic). It's very hard to repalette them. Just look at Final Fight, even with someone expert in this field, it's very tough to do. a game i would love to see ported is liquid Kid Arcade. |
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15 November 2016, 09:49 | #84 | |
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Black Tiger is in fact using a 256 colors palette, it's like a VGA game. On Amiga OCS, this would mean color loss anyway. |
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15 November 2016, 09:56 | #85 |
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It is impossible to have the same experience from 256 colors to 16. Some of these games use dozens of differrent hues and ramps of 5 colors each and very small steps. Even with hue shifting you cannot match the quality of a 256 color game. I would say you need at least 64 colors to have arcade like graphics. This is the absolut minimum, Megadrive has 64 and even the older 8 bit Master system has 32.
PS Black Tiger doesn't use parallax scrolling. Perhaps it would be possible to have a near-arcade conversion IF you can have 32 colors with full speed. I checked it and uses about 64 colors at all times. Lots of enemy AI there, shops, secret areas, respawning enemies etc. A superb game indeed. Last edited by nobody; 15 November 2016 at 10:08. |
15 November 2016, 10:19 | #86 | |
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15 November 2016, 10:28 | #87 |
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Maybe more enjoyable but better than the arcade? i don't think so. The arcades have a sprite engine that the Amiga cannot match. The closest to arcades i remember was Pang, almost identical, for sure they had all assets of the game at hand, same with Rainbow Islands. Possible had the code too, way too similar to be done from the scratch
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15 November 2016, 10:28 | #88 |
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If we are willing to have a small sprites and a small graphics are, like we're doing with rygar, we could have 64 colors + coppers colors on screen!
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15 November 2016, 10:30 | #89 | |
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We still have Aga to full use Last edited by sandruzzo; 15 November 2016 at 11:09. |
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15 November 2016, 11:17 | #90 |
CaptainM68K-SPS France
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For coin-op games, i would go for AGA machines.
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15 November 2016, 12:20 | #91 | |
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In my opinion, it would be hard to get anything with enough BOBs on the screen going in 64 colours EHB. Not only is DMA time reduced a lot, but you also have to blit 6 bitplanes in stencil cookie cutter mode, plus two raw blits for saving and restoring. Sounds like lot of stress for the poor Blitter... |
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15 November 2016, 12:26 | #92 | |
Lemon. / Core Design
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I think the main character goes in front of everything, so HW Sprites could be used for him. Also, as mentioned there is no parallax to worry about. It's a great coin-op... spent a lot of money in that one |
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15 November 2016, 12:28 | #93 | |
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If we keep a tight screen buffer we can spare a lot of cycles.. Last edited by sandruzzo; 15 November 2016 at 13:24. |
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15 November 2016, 12:47 | #94 |
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Black tiger is superb i still play it on MAME. The Amiga version is a joke, more like 5 fps
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15 November 2016, 18:52 | #95 | |
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Not a coder but I agree that using 32 colors only should be possible to do a very decent conversion, maybe not at full 50fps but at 50 updated every 25fps; sometimes colors change in vertical slices so some areas can simply have some BG color changed via copper (?) |
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15 November 2016, 19:17 | #96 | |
CaptainM68K-SPS France
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This game should go multiloading in order to have not to loose colors per parts where Black Tiger can go. The merchant screen is 64 colors alone (without any items or fix layer). About the frame per sec, this game use none of the amiga hardware abilities. Next, i always wondered if the original z80 code was line by line converted in 68000 code. It's very strange... |
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15 November 2016, 19:32 | #97 | |
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16 November 2016, 16:55 | #98 |
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I agree the 1200 programmed in the right way using the extra wide sprites and 256 colours is easily suited for Arcade conversions.
The OCS using EHB mode will strain the cpu with DMA contention. Depending on how traditional you want to be or not using fast RAM will help loads. By doing this you will have options to use sprites, BOBs, and CPU sprites (writing to chip, while the code runs and reads from fast does not put much of a strain on the system). I would love to see an arcade quality game on OCS using fast memory just to see what the Amiga could of done if it was allowed to use all available resources. |
16 November 2016, 16:58 | #99 | |
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16 November 2016, 17:02 | #100 | |
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