04 March 2020, 09:49 | #61 |
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Talk is cheap. If you're so certain your ideas are the best ever, then why not prove us mere mortals wrong with your superior skills?
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04 March 2020, 09:56 | #62 |
Inviyya Dude!
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I find it fascinating, that you have a person in this thread (=>me) that has basically done this system Retro1234 propagates in a few games, and tells him that it doesn't work for Street Fighter, and yet he doesn't believe.
My games are exactly working like this. I am checking a few states when an attack is done. Works for simple Yie Ar Kung Fu like games, but not in any way for Street Fighter 2. I'd trust a person who can show that he/she created some games with that system that it has its limits. |
04 March 2020, 10:23 | #63 |
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To be fair, it's quite easy to see how someone inexperienced might come to the conclusion that this approach would work on a game like Street Fighter 2. That's until they actually try to implement it and notice how many different special cases need to be handled, and they wish that they'd just had done it proper to begin with
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04 March 2020, 11:08 | #64 |
Phone Homer
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Your a fool I've written a program that can turn. Pictures of maps like in the HOL back into maps I could write a program to turn pictures of SF2 with Hit boxes back into data. Fool.
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04 March 2020, 11:30 | #65 |
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04 March 2020, 13:22 | #66 |
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Sorry - I couldn't resist....
No but, yes but seriously... hit boxes is the way forward for this kind of deal. Anything else will result in a crap game. |
04 March 2020, 15:17 | #67 | |
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Quote:
Stepping through the code via MAME would allow you to see what's doing what. It may be possible to hack something together, somewhere between an emulator and running the code directly, this would be the only way to get a (near) perfect port. This has been done for other games and systems. (GBA code running on other ARM systems) and that Pacman arcade port to the ZX Spectrum etc. But would anyway spend months of their life doing this? It would be possible though. |
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04 March 2020, 17:06 | #68 |
Phone Homer
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Theres a way to display the Hit Boxes in Mame
you could Video record every move from Vs mode and split in to single frames and write a program to Rip the data from the Screenshots or you could use a program let you map then manually from the screen shots you could get the exact hit boxes from the arcade version. If some has already ripped the Sprites with the Boxes to download your laughing Last edited by Retro1234; 04 March 2020 at 17:14. |
05 March 2020, 11:19 | #69 |
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This site gives info on how to extract the Hit Box Data
https://www.smwcentral.net/?p=viewthread&t=33039 Now the data is there - doing it "Properly" nothing will ever be done except talk about it. |
05 March 2020, 12:07 | #70 | |
Inviyya Dude!
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Quote:
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05 March 2020, 13:24 | #71 |
Phone Homer
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I don't have time but I might be able to help rip the bounding boxes maybe Rip the A.I scripts but if someone was dedicated they could do all that themselves.
Every few years A thread I'm going to make Street Fighter 2 appears normally a load of rubbish someone has re-coloured a few sprites, but Master484 has actually produced something, an agreed project something could definitely happen. Let's face it, it will never happen. |
05 March 2020, 13:55 | #72 |
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Doable or not, Street Fighter is a franchise that is still very much alive, so it's not a very good idea to release any unofficial versions...
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05 March 2020, 14:19 | #73 |
Inviyya Dude!
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I am taking this as almost everybody else here who has a basic understanding of creating games on the Amiga: it's smalltalk about technical stuff and how youbwoild tackle it if you were to port this. Same with the Metal Slug thread.
Creating this would take a commitment of a few years. If you look around the internet you will see tons of weird playing tries to create a version of street fighter from platforms like Flash over HTML and for different old home computers like MSX2. They are all not finished afair. And usuall play not much at all like the original. |
05 March 2020, 15:39 | #74 |
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I think a single playable level is acceptable. Also what you wrote that is why I suggested alternative method of collision because with the bounding boxes I don't think it will ever happen.
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05 March 2020, 17:44 | #75 |
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Easy solution: make a turn-based Street Fighter game. Don't laugh, I'd play the hell out of it - in fact much more than I ever played the originals...crazy-complex combo based fighters are not my cup of tea.
They are making turn-based Yakuza RPG now, so there is definitely something to it |
05 March 2020, 18:29 | #76 |
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OR at least to talk openly about it; ypou could do a moddable clone, though, as proposed in the Rolling Thunder thread (at this point would sound almost like a MUGEN-like engine for baisc Amigas, i know)
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05 March 2020, 20:16 | #77 | |
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Quote:
I learned most of what I know about Amiga hardware from the old Rygar OCS thread and also heaps from the Metal Slug one. These threads are for experimentation, learning and having crazy ideas with the hardware. I really don't expect anyone to really port any of those huge games (except McGeezer, he is crazy enough to attempt that kind of stuff ) |
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05 March 2020, 20:22 | #78 |
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We need more crazy BUT the "right" kind of crazy!
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05 March 2020, 20:50 | #79 |
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Every now and then someone does do somethng Master484 did do some interesting stuff on Street Fighter 2, LeatherHead Final Fight AGA p.s dont think he used Bounding boxes , mcgeezer, sandruzzo but Metal Slug on Amiga is ridiculous and Earok of course.
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05 March 2020, 21:45 | #80 |
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