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Old 07 January 2015, 11:50   #1
Toni Galvez
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How arcade to Amiga conversions should be.

Hi,

I made 3 videos, showing how arcade conversions to Amiga should be:

Gradius:
[ Show youtube player ]

Side Arms:
[ Show youtube player ]

Fairiland Story:
[ Show youtube player ]

I converted background to 16 colors and main sprites, bullets and something more to other 16 color palette.
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Old 07 January 2015, 14:07   #2
Predseda
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GREAT videos!!!
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Old 07 January 2015, 14:10   #3
dlfrsilver
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Side arms is in fact a 256 colors game

Rainbow Islands is using 32 colors only in arcade, i did some test a while ago
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Old 07 January 2015, 14:42   #4
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That 'original' port of Side Arms looks really horrible, almost unplayable..
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Old 07 January 2015, 16:22   #5
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Seeing Gradius/Nemesis reminds me of playing it to death on my MSX. Konami did the best cartridge games for it in those days lol
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Old 07 January 2015, 17:50   #6
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Quote:
Originally Posted by Toni Galvez View Post
[ Show youtube player ]

I converted background to 16 colors and main sprites, bullets and something more to other 16 color palette.

Funny to see this as I have been considering tackling a port of this for quite some time but have never found the time to explore it further due to other projects.
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Old 07 January 2015, 21:12   #7
Toni Galvez
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Imagine this Gradius on Amiga, what a wonderfull horizontal shooter, Amiga is capable of doing the game almost like pixel perfect.
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Old 07 January 2015, 23:25   #8
ovale
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Hi Toni,
how do you create these video?
You said you allocate 16 colors for BG and 16 colors for Sprites, how you obtain the 2 separate videos?

Thanks in advance!
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Old 07 January 2015, 23:55   #9
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I like the fact that amiga got also aga chipset and can display more colors so I do not understood why force ports to work only with 16 colors. I'm sure that games could work faster when there's smaller palette, but amiga games do tricks to have both great speed and audio/visual high level.
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Old 08 January 2015, 00:24   #10
Mrs Beanbag
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Quote:
Originally Posted by Gzegzolka View Post
I like the fact that amiga got also aga chipset and can display more colors so I do not understood why force ports to work only with 16 colors. I'm sure that games could work faster when there's smaller palette, but amiga games do tricks to have both great speed and audio/visual high level.
this is best when the game is designed with the Amiga in mind, conversions are always going to be a compromise on something.

also a pre-AGA arcade game should be converted to OCS, really.
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Old 08 January 2015, 08:20   #11
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conversions are always going to be a compromise on something.
Pang is a noteworthy exception.
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Old 08 January 2015, 10:56   #12
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Pang use a routine which allows WAY more than 32 colors on screen. Pierre Adane used a trick for that. That's why the screen are as good as the coin-op original.
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Old 08 January 2015, 11:01   #13
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Maybe I didn't watch far enough into the video, but Fairyland Story certainly looks ripe for conversion to Amiga without too many problems...
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Old 08 January 2015, 11:02   #14
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The Maptapper docs have a lot of screenshots from the game Pang demonstrating how it was done.
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Old 08 January 2015, 11:06   #15
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6 stripes of 16 color palettes, thanks to the copper That's what thierry told me about Pang. i guess that this technique could be employed in a side scrolling game too ? Allowing to have a lot more colors
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Old 08 January 2015, 11:21   #16
Toni Galvez
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First, look this Final Fight on 16 colors, all the ingame graphics with the same palette
Click image for larger version

Name:	level 1 composition_x2_D.gif
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ID:	42715

Click image for larger version

Name:	level 2 composition_x2_D.gif
Views:	933
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ID:	42716

Click image for larger version

Name:	level 3 composition_x2_D.gif
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ID:	42717

First of all, I captured some pictures on the same level or levels in the game. The original graphics:
Click image for larger version

Name:	Metal-Slug_original.png
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ID:	42718
I extract the parts I supose to make with HW sprites, this is the background with the BOBs in 16 colors:
Click image for larger version

Name:	Metal-Slug_fondo16c_01.png
Views:	449
Size:	102.9 KB
ID:	42722
This is the HW sprites, another 16 colors:
Click image for larger version

Name:	Metal-Slug_sprites16c_02.png
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ID:	42720
This is all mixed:
Click image for larger version

Name:	Metal-Slug_fondo16cf_16cs.png
Views:	526
Size:	108.6 KB
ID:	42721

For the video, I make the same conversion for Gradius, then I load the image in Promotion (a good graphics program), with the color palette, I can import the Avi I captured with Mame, then, the video will have 32 colors (in this case, all the graphics because I am not separated the HW sprites from the backgrounds).
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Old 08 January 2015, 11:28   #17
Toni Galvez
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I made the same with Rastan:
Original graphics:
Click image for larger version

Name:	Rastan_original.png
Views:	466
Size:	70.4 KB
ID:	42724
16 colors backgrounds and BOBs
Click image for larger version

Name:	Rastan_fondo.png
Views:	428
Size:	53.5 KB
ID:	42725
16 colors HW sprites:
Click image for larger version

Name:	Rastan_sprites.png
Views:	397
Size:	4.6 KB
ID:	42726
Background+BOBs+HW sprites:
Click image for larger version

Name:	Rastan_16cf_16cs.png
Views:	481
Size:	60.2 KB
ID:	42727

What do you think?
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Old 08 January 2015, 12:07   #18
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I think the comparison of image 1 to image 4 is excellent!
Are you actually planning to create Amiga ports of any of these?
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Old 08 January 2015, 12:12   #19
Toni Galvez
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And, for Atari ST, 16 color Rastan
Click image for larger version

Name:	Rastan_16c.png
Views:	964
Size:	55.6 KB
ID:	42728
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Old 08 January 2015, 12:14   #20
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Quote:
Originally Posted by Toni Galvez View Post
And, for Atari ST, 16 color Rastan
Attachment 42728
Bleurghhh ST? You can leave now
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