22 June 2018, 09:50 | #21 |
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This thread is starting to read like a cross-examination. Luckily, nobody is actually obliged to answer to the self-appointed judge, jury, and cross-examiner.
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22 June 2018, 10:27 | #22 |
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Yeah, I know I'm quite the a-hole for asking someone to back up their wild claims, on a technical forum...
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22 June 2018, 12:43 | #23 |
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22 June 2018, 13:16 | #24 | |
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Quote:
The scaling could still be "realtime", in the sense that it actually could calculate the next scaled version of a bob during, for example, 10 frames while moving the previous version every frame. That would save a lot of memory, as you wouldn't need to store all the versions in memory the whole time. |
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22 June 2018, 14:06 | #25 |
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True, but I (and I'm sure others too) would love to know more about the technical details of a 25-bit-plus graphics colour format (both hardware and software) - how it works, what software of the time was used to create it, what the custom DAC was like, and why they went that route instead of a standard 24-bit part...
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22 June 2018, 18:32 | #26 | |
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Quote:
Also the "between" levels maps, have some pretty smooth scaling, which do not seem pre-scaled. |
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22 June 2018, 19:05 | #27 |
J.M.D - Bedroom Musician
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With those scaling routines i see feasible a port of Rambo III arcade version, that i thought superior to the crappy one we had on amiga
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22 June 2018, 19:19 | #28 |
Warhasneverbeensomuchfun
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Line of Fire is a kinda crap game... the ARCADE verison isn't very good IMO. The port is good enough, but the game is crap.
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22 June 2018, 19:47 | #29 |
J.M.D - Bedroom Musician
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hmm, i think i have seen this flag emblem somewhere
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22 June 2018, 20:00 | #30 |
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The game was built on the sega x board which has a palette of 98,000 colours.
Where the 21 million colour palette comes from is a bit of a mystery. Read more here https://segaretro.org/Sega_X_Board Edit - just looking into this. If you read exactly what Richard Aplin says about the colours... "The bitmap graphics were grabbed from the arcade PCB video output by Andy Heike and Nick Vincent with the colour frame grabber, and the sprites were read, decoded and converted from the arcade machine's Eproms by me. (Not a bit of bloody help from Sega either!)" I'm reading this as the source graphics and palette never came directly from the arcade board, instead they were staged to another output which had 25 bit colour depth capabilities and then mixed down to 16 colours. The arcade board doesn't have 21 million colours, anyone who argues otherwise would struggle with credibility. Last edited by mcgeezer; 22 June 2018 at 20:22. |
22 June 2018, 20:30 | #31 |
CaptainM68K-SPS France
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22 June 2018, 20:36 | #32 |
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If there's one thing I know for sure hanging around in these coders threads is that you have to be able to backup your shit when you make a claim, otherwise you'll get challenged, eaten alive and probably banned.
Just ask Trachu. I haven't seen him in ages. |
22 June 2018, 20:42 | #33 | |
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Quote:
Lately i have processed Wonderboy from Sega. I have all the sprite elements handy with the good colors I have also worked out my magic on Shinobi |
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22 June 2018, 21:00 | #34 | |
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You don't have any proof. Proof requires evidence to be then established and confirmed by peers in the related subject. You haven't provided any evidence to support your proof. Regardless of what proof you think you have. I'm willing to accept that you "think" they have that many colours and you're mistaken or don't understand. But to say you are certain that the raw bitmap/sprite/tiles contain bits that translate to 21 million onscreen colours is incorrect and therefore, you're wrong - I'd rather you just accept it and save face. If you are right, I will happily apologise to you and accept I am wrong. |
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22 June 2018, 22:02 | #35 |
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22 June 2018, 22:13 | #36 |
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From the Mame driver...
Code:
// // Color generation details // // Each color is made up of 5 bits, connected through one or more resistors like so: // // Bit 0 = 1 x 3.9K ohm // Bit 1 = 1 x 2.0K ohm // Bit 2 = 1 x 1.0K ohm // Bit 3 = 2 x 1.0K ohm // Bit 4 = 4 x 1.0K ohm // // Another data bit is connected by a tristate buffer to the color output through a // 470 ohm resistor. The buffer allows the resistor to have no effect (tristate), // halve brightness (pull-down) or double brightness (pull-up). The data bit source // is bit 15 of each color RAM entry. // I work that out at 98304 available colours on the game. 15 bits giving an allowable 32,768 (colours) * 3 (brightness) = 98,304 true colours. That's settled. |
23 June 2018, 00:05 | #37 | |
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Quote:
however for the extraction, be my guest : Just a little taste of my reverse engineering on the arcade graphic roms. Last edited by dlfrsilver; 23 June 2018 at 00:10. |
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23 June 2018, 07:56 | #38 |
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23 June 2018, 08:33 | #39 | |
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Found this little bit of info in the Final Fight startup-sequence listed here:
http://codetapper.com/amiga/comedy/final-fight/ Quote:
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23 June 2018, 15:24 | #40 |
CaptainM68K-SPS France
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