![]() |
![]() |
![]() |
#121 | ||
Registered User
Join Date: Sep 2008
Location: UK
Posts: 270
|
Quote:
Also there is the vanilla option of using a different 16 colours for each fighter - one can use sprites and the other the blitter. If you were being super adventurous - you could effectively blit over sprites or put some sprites over a blitter object to get the same 32 colours for each character. Would still look a lot better than standard Amiga version and you could probably get all the frames in memory. The arcade would use 4 bitplanes I imagine but be tile based. I still would guess not a huge number of different colours used per fighter in the arcade. I would actually guess at 32 max but I have been wrong before here EDIT : Have just done a test on the arcade (SF2) sprites and they use 16 colours per fighter The SNES also has 16 colours per fighter but the sprites are slightly weedier (not as beefy) and it misses a few animation frames out. Arcade sprite for Guile (looks wider here because CPS1 has narrow width pixels) ![]() Arcade Sprites here: https://www.spriters-resource.com/ar...treetfighter2/ Problem is number of sprites. Guile has 237 animation frames (facing one way) +24 for win poses (can be halved by only loading one win pose per round) + 7 for projectile animation (sonic boom). Wonder how much memory this would take up? Quote:
Last edited by Gilbert; Today at 18:36. |
||
![]() |
![]() |
#122 | |||
BiO-sanitation Battalion
![]() Join Date: Jun 2017
Location: Scotland
Posts: 95
|
Quote:
Quote:
The two timing bars here illustrate just how much of a problem this is. It's taking almost a complete frame to merely blit two fighters. Adding an erase step pushes this deep in to 25fps territory and a decompression step would add yet more pain. The test program this is taken from uses a 128 colour background with 64 separate colours for each fighter. I think the best approach for a game like SF2 on CD32 would be using large AGA hardware sprites. There is a post somewhere on the board with a Blitz Basic (I think) demo doing just that. Add two scrolling 16 colour background layers in dual playfield mode, or ditch the parallax and have a single, but much nicer, 128 colour background. Quote:
B |
|||
![]() |
Currently Active Users Viewing This Thread: 5 (2 members and 3 guests) | |
touko, AnimaInCorpore |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
SNES/MD Games Versus The CD32 Versions | Gilbert | Retrogaming General Discussion | 16 | 14 June 2020 23:45 |
Why Demos run in perfect resolution in WinUAE but not on real NTSC Amigas? | c0dehunter | support.Demos | 14 | 04 December 2017 17:11 |
CD32 compilation Games run on 2mb only..why can't WHDLoad games run on 2mb | spannernick | support.Games | 2 | 12 July 2017 18:15 |
WHD games AGA or CD32 versions? | fatboy | support.Games | 5 | 09 October 2014 14:34 |
Were CD32 Games Different 2 the Original Amiga Versions? | skywalka | support.Games | 6 | 11 July 2005 14:32 |
|
|