English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 20 March 2019, 12:37   #481
nobody
Registered User

nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 42
Posts: 1,323
I believe a Metal Slug on A500 would play like this, actually if you change backgrounds and dragons with soldiers, bosses with tanks etc you pretty much have Metal Slug. I think this game also uses 8+7 colors

[ Show youtube player ]
nobody is offline  
Old 20 March 2019, 13:01   #482
Hewitson
Registered User
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 37
Posts: 3,505
That looks pretty cool. I've never played it to be honest, I thought 21st Century Entertainment only published pinball games.
Hewitson is offline  
Old 20 March 2019, 13:27   #483
zero
Registered User

 
Join Date: Jun 2016
Location: UK
Posts: 347
Quote:
Originally Posted by Hewitson View Post
Wow. That looks like a C64 game.
It was fairly typical of Amiga games of that era. People remember the exceptional ones that were designed for the Amiga hardware, but actually most were ports or at least designed to be ported to the ST and sometimes 8 bit machines.

Thing about Midnight Resistance is that despite everything it played really well, and that's what counts.

Also the arcade version didn't look that amazing either and had massive amounts of slowdown. The Amiga version actually has less slowdown!
zero is offline  
Old 20 March 2019, 15:19   #484
dlfrsilver
CaptainM68K-SPS France
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 42
Posts: 8,317
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Hewitson View Post
Wow. That looks like a C64 game.
it looks like an ST game you mean
dlfrsilver is offline  
Old 20 March 2019, 16:38   #485
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,739
With dual playfield, we can use 4 sprite for player and the others for parallax. Enemies and bullets on front layer
sandruzzo is offline  
Old 20 March 2019, 18:10   #486
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,582
Quote:
Originally Posted by Hewitson View Post
Wow. That looks like a C64 game.


C64 version:

Hmmm.... Rose tinted glasses?
I get that too from to time, the C64 is pretty epic after all. But 16 bit graphics are a lot nicer
Attached Thumbnails
Click image for larger version

Name:	Midnight_Resistance_v2.png
Views:	749
Size:	3.3 KB
ID:	62538  
roondar is offline  
Old 21 March 2019, 13:24   #487
Hewitson
Registered User
Hewitson's Avatar
 
Join Date: Feb 2007
Location: Melbourne, Australia
Age: 37
Posts: 3,505
It would be fair to say that the above game is not a good example of either machine's capabilities.
Hewitson is offline  
Old 21 March 2019, 13:40   #488
roondar
Registered User

 
Join Date: Jul 2015
Location: The Netherlands
Posts: 1,582
Perhaps, but both of those games are in fairly representative of how games on these platforms looked at the time of publishing. Most 1989 C64 games look about the same or worse. This is also born out by the C64 version getting high marks for graphics. For instance, Zzap! 64 gave it 91% for graphics and called it 'very impressive' (issue 68, page 15).

More on point, I'd argue that even the best looking C64 games still don't look as good as that Amiga screenshot (from a technical perspective that is, art style used obviously has a major impact here). This is primarily due to the much higher resolution the Amiga uses for games compared to what C64 games almost all run in (320x<something> vs 160x<something>) and the high number of restrictions that C64 games face in terms of colour choices, both in terms of total palette and in terms of allowed choices per tile & sprite.

Anyway, back to the topic at hand.
roondar is offline  
Old 21 March 2019, 13:45   #489
nobody
Registered User

nobody's Avatar
 
Join Date: Dec 2013
Location: GR
Age: 42
Posts: 1,323
Couldn't be much better on the C64. There are a lot of restrictions especially for sprites. On the Amiga is a 6/10 on graphics, on C64 is 9/10 (of the possibly best output on graphics).
nobody is offline  
Old 21 March 2019, 15:38   #490
zero
Registered User

 
Join Date: Jun 2016
Location: UK
Posts: 347
I thought Midnight Resistance on the Amiga had decent graphics. Not outstanding but they looked similar to the arcade, they were full screen and moved reasonably well. The game played well too, the controls were responsive and it didn't feel unfair.

I think it loaded everything into RAM too, at least I don't remember loading between levels. There were lots of unique bits on each level too, and simultaneous two player. It really was a quite decent port and Metal Slug is, for me, actually a less fun game.
zero is offline  
Old 15 September 2019, 12:33   #491
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,739
To do a Great Amigas' Metal Slug wheter 32 pure colors, 8+7 version, you have to design it around Amiga like they did for GBA
sandruzzo is offline  
Old 15 September 2019, 17:32   #492
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,250
:d
Steril707 is offline  
Old 17 September 2019, 10:50   #493
LongLifeA1200
Registered User

LongLifeA1200's Avatar
 
Join Date: Nov 2017
Location: Amiga Kingdom
Posts: 180
It's been a while since I've read this thread.

GBA Version
Since it gets mentioned quite a lot, I finally took a look at it. Something's missing, though. Another look at the original made it easy to see what; The backgrounds are an important part of Metal Slug.

Colors
This one is confusing. 32 colors I can understand and consider essential for a conversion like this. The 8+7, however, still leaves me wondering what exactly the final count would be.

8+7
I'm stuck with 7 foreground playfield colors for all moving objects. Very low for a conversion like this. Yet, if the framerate stays steady at 50-60hz, I can "flicker" two colors in the same spot to give the illusion of a third color. The two colors have to come from the 7 available and they have to be of the same brightness. Is that right?

Moving objects have to be stationary (not move) for 2 frames for the "flicker"-cycle to complete.

For the background playfield, I can use a separate 8 color palette, however, these can be changed multiple times within a single frame of the screen. When and how often, though? What would the x(horizontal),y(vertical) coordinates look like? Starting at 0,0 when would the next palette change occur?
LongLifeA1200 is offline  
Old 17 September 2019, 11:09   #494
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,739
Quote:
Originally Posted by LongLifeA1200 View Post
It's been a while since I've read this thread.

GBA Version
Since it gets mentioned quite a lot, I finally took a look at it. Something's missing, though. Another look at the original made it easy to see what; The backgrounds are an important part of Metal Slug.

Colors
This one is confusing. 32 colors I can understand and consider essential for a conversion like this. The 8+7, however, still leaves me wondering what exactly the final count would be.

8+7
I'm stuck with 7 foreground playfield colors for all moving objects. Very low for a conversion like this. Yet, if the framerate stays steady at 50-60hz, I can "flicker" two colors in the same spot to give the illusion of a third color. The two colors have to come from the 7 available and they have to be of the same brightness. Is that right?

Moving objects have to be stationary (not move) for 2 frames for the "flicker"-cycle to complete.

For the background playfield, I can use a separate 8 color palette, however, these can be changed multiple times within a single frame of the screen. When and how often, though? What would the x(horizontal),y(vertical) coordinates look like? Starting at 0,0 when would the next palette change occur?

GBA Version
It Was mentioned, cos programmers built a great MS around this machine strenght. So should be for Amiga

Colors
There are a lot of tricks to have full 32 colors or more and have at least 50hz for scrolling and mains bobs'

8+7
Can be used to have a lot of enemies on screen running at 50hz. For background, if you change 8 colors every 8-16 lines you can archive tons fo colors.

So strength and weakness for each type of layouts
sandruzzo is offline  
Old 04 December 2019, 21:04   #495
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,739
Evolution of Metal Slug Games 1996-2019

If Metal Slug 1st Mission 1999, why don't have an Amiga version?

[ Show youtube player ]
sandruzzo is offline  
Old 04 December 2019, 21:19   #496
Retro-Nerd
Missile Command Champion

Retro-Nerd's Avatar
 
Join Date: Aug 2005
Location: Germany
Age: 48
Posts: 11,872
Jesus, they really burned the game series to the ground with all these reboots/remakes.
Retro-Nerd is offline  
Old 04 December 2019, 21:51   #497
sonninnos
Commodork

sonninnos's Avatar
 
Join Date: Nov 2018
Location: Finland
Posts: 34
Instant dislike at the video due to disregarding aspect ratio.
sonninnos is offline  
Old 04 December 2019, 22:29   #498
Steril707
Tigerskunk!

Steril707's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 1,250
Quote:
Originally Posted by sandruzzo View Post
If Metal Slug 1st Mission 1999, why don't have an Amiga version?
Yeah, why don't you code that, Sandruzzo?
Steril707 is offline  
Old 04 December 2019, 22:56   #499
rare_j
Zone Friend

rare_j's Avatar
 
Join Date: Apr 2005
Location: London
Posts: 970
Pocket Color versions would make a good base for Amiga version.
rare_j is offline  
Old 05 December 2019, 03:21   #500
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 1,739
Quote:
Originally Posted by Steril707 View Post
Yeah, why don't you code that, Sandruzzo?
Would be great to do one test level to see if Amiga can..
sandruzzo is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Amiga 500 Rev.6A VS Amiga 500 Plus with 2MB chip and ACA 500 turrican9 support.Hardware 0 24 December 2016 03:16
Amiga 500 + slow to chip conversion green screen Nekoniaow support.Hardware 8 06 February 2015 07:04
NOT AMIGA (but 68k!) Art of Fighting Source Code for Neogeo [044] jimmy2x2x Coders. Asm / Hardware 1 24 January 2014 16:34
EAB Multi Platform League - Round 10 - Metal Slug (NeoGeo) TCD EAB's competition 33 26 July 2009 21:57
Steg the slug HOL error dlfrsilver HOL data problems 8 12 February 2008 07:41

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 23:51.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.
Page generated in 0.11596 seconds with 16 queries