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Old 06 February 2014, 14:12   #21
hansel75
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You only have to look at a game like Yo Joe to see the typical quality of backgrounds in any decent Amiga platformer.
It's a shame the Addams family didn't have something similar to Yo Joe as backgrounds, as blank backgrounds is really quite weak-
[ Show youtube player ]

Also parallax doesn't have to be a requirement for a game to look good.
You only have to look at something like Ruff 'n' Tumble to see how good an ocs/ecs game can look, without degrading quality for the sake of having parallax-
[ Show youtube player ]

And it is a joke that the inferior in every way Atari st, got a version that had backgrounds when there missing in the Amiga version.
It had to of been a time issue, in that they simply ran out of time with the Amiga version on release.
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Old 06 February 2014, 14:14   #22
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Quote:
Originally Posted by Hewitson View Post
Wtf? Even the C64 can easily do that.

I'm talking about backgrounds but in perspective, they are floating in different planes
check adams family snes version, or check the game Trolls AGA and compare with ECS version...
name a c64 game or A500 game that do this
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Old 06 February 2014, 14:18   #23
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I might be very wrong but looking at the Tile sets the backgrounds are there or some of them?

:One set of Amiga tiles - seems to include the background tiles - The skulls, candles, bird etc
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Old 06 February 2014, 14:22   #24
hansel75
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Quote:
Originally Posted by Sandro View Post
I'm talking about backgrounds but in perspective, they are floating in different planes
check adams family snes version, or check the game Trolls AGA and compare with ECS version...
name a c64 game or A500 game that do this
Shadow Of The Beast on both!

Edit- I think your 'floating in different planes' equals Parallax scrolling! And there were heaps of C64 games with parallax scrolling.
Also there are quite a few ocs/ecs amiga games that have Parallax as well, but most(not all) sacrifice colour for this, Wonder Dog is a good example-
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Old 06 February 2014, 14:24   #25
gimbal
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Quote:
Originally Posted by Sandro View Post
name a c64 game or A500 game that do this
Hmm, Shadow of the Beast, Wrath of the Demon. But that's only side scrolling, perhaps you are only referring to multi-directional scrolling.
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Old 06 February 2014, 15:14   #26
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Quote:
Originally Posted by Sandro View Post
name a c64 game or A500 game that do this
[ Show youtube player ]
[ Show youtube player ]
[ Show youtube player ]
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Old 06 February 2014, 15:31   #27
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Quote:
Originally Posted by Sandro View Post
I'm talking about backgrounds but in perspective, they are floating in different planes
check adams family snes version, or check the game Trolls AGA and compare with ECS version...
name a c64 game or A500 game that do this
Don't know for the C64 but there is plenty of games with multidirectionnal scrolling and parallax on A500 :

Arabian Night
Soccer Kids
Mr Nutz
Turrican III
Toki
etc...
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Old 06 February 2014, 19:41   #28
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if they did it on atari st and can't on amiga, it's surely because they are bad coders on the amiga.
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Old 06 February 2014, 20:04   #29
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In the Zone Ive put a very rough little map edit of a WinUae savestate displaying some of the background tiles.
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Old 06 February 2014, 20:47   #30
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very interesting!
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Old 06 February 2014, 21:34   #31
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that means that the background tiles are hidden with black tiles ?
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Old 06 February 2014, 21:49   #32
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Quote:
Originally Posted by Boo Boo View Post
In the Zone Ive put a very rough little map edit of a WinUae savestate displaying some of the background tiles.
Boo Boo, that's what i call a great finding ! This game has the background tiles, and even better, the right palette once on screen. This means this is present in the code as a routine.

Maybe Higgins has desactivated the parallax routine ?
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Old 06 February 2014, 21:59   #33
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Seems unclear why they included the background tiles?

As for the ST version after playing a little bit on hatari it has grown on me.
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Old 06 February 2014, 22:04   #34
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the tiles could have been there, but with no palette for instance. As one can see in boo boo map edit, it appears clearly that the background tiles for the entry hall have the right palette.

What have you done in the uss file to make the game display the tiles ?
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Old 06 February 2014, 22:18   #35
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The Black background is just black tiles 16*16
I swaped them for background tiles that already exist in the tile set -
I dont think they are usable as a static background - becaue of the black borders on other tiles.
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Old 06 February 2014, 22:21   #36
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the palette on the tiles you made appear is the right one.
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Old 06 February 2014, 22:26   #37
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This is the tileset inside the house.
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Old 06 February 2014, 22:34   #38
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the palette is good but not the one for the background picture where gazoline is written.

Adrian, can you post all the tile sets for this game ? would like to see if the background are there in every levels of the amiga version
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Old 07 February 2014, 08:03   #39
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What would be the chances of someone being able to restore the backgrounds in the Amiga version?
Even if there was no parallax, it would still look better!

Either from the hidden tiles in the Amiga version, or from ripping them out of the ST version.
Someone like Galahad or Codetapper, do you thinks it's possible?
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Old 07 February 2014, 08:25   #40
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In theory yes, Maptapper can easily rip out the maps, and you could edit them in almost any tile editor and splice them back into the game. The WHDLoad version would be easier as you can patch the data back in much easier than if it's compressed on the disk version (haven't checked).

Regarding the ST version, I suspect it's 2 separate layers and draws both sets of data onto the screen. With the Amiga version, if you can only replace 16x16 tiles, you might find some areas look pretty naff when the background doesn't appear nicely behind a tile. I'm thinking of diagonal areas where the background would not sit behind it. But actually replacing entire tiles should be trivial.
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