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Old 11 April 2019, 10:16   #61
mcgeezer
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Quote:
Originally Posted by sandruzzo View Post
Yes. One background, and 2 static frames, with colors mapped like this: first 16 colors for background, second 16 for static frames
So you want them mixed down to 16 colours then?
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Old 11 April 2019, 10:18   #62
sandruzzo
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Quote:
Originally Posted by mcgeezer View Post
So you want them mixed down to 16 colours then?
No, no, just mapped like sf2 Amigas' colors which use 32 entries: 0-15 background, 16-31 players
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Old 11 April 2019, 10:21   #63
Steril707
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Quote:
Originally Posted by sandruzzo View Post
No, no, just mapped like sf2 Amigas' colors which use 32 entries: 0-15 background, 16-31 players
It doesn't look like that in your Dpaint image.
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Old 11 April 2019, 10:23   #64
sandruzzo
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Originally Posted by Steril707 View Post
It doesn't look like that in your Dpaint image.
I would like to test speed with 2 big players and see if we can hit 50hz with 5 bitplanes
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Old 11 April 2019, 10:24   #65
britelite
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Quote:
Originally Posted by sandruzzo View Post
I would like to test speed with 2 big players and see if we can hit 50hz with 5 bitplanes
Why do you need any actual graphics to do a speed test?
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Old 11 April 2019, 10:26   #66
sandruzzo
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Originally Posted by britelite View Post
Why do you need any actual graphics to do a speed test?
To have a decent visual test...
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Old 11 April 2019, 10:27   #67
britelite
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Quote:
Originally Posted by sandruzzo View Post
To have a decent visual test...
But isn't it the speed you want to test? Just check how large the sprites should be from the sprite sheets, open a 5bpl screen and copy two chunks of the desired size around the screen. No need to fiddle around with graphics.
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Old 11 April 2019, 10:32   #68
Steril707
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Originally Posted by britelite View Post
But isn't it the speed you want to test? Just check how large the sprites should be from the sprite sheets, open a 5bpl screen and copy two chunks of the desired size around the screen. No need to fiddle around with graphics.
But then there would be no entry on IndieRetroNews claiming "OMG! STREET FIGHTER 2 FOR AMIGA IS COMING!"...
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Old 11 April 2019, 11:17   #69
mcgeezer
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Here you go Sandruzo...

Knock yourself out.




Done in 8 colours (which I like)

http://www.siesmicminds.com/download...SAN1_8cols.iff


And 16 colours...

http://www.siesmicminds.com/download...AN1_16cols.iff

Enjoy.

Geezer
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Old 11 April 2019, 14:31   #70
sandruzzo
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Quote:
Originally Posted by mcgeezer View Post
Here you go Sandruzo...

Knock yourself out.




Done in 8 colours (which I like)

http://www.siesmicminds.com/download...SAN1_8cols.iff


And 16 colours...

http://www.siesmicminds.com/download...AN1_16cols.iff

Enjoy.

Geezer
thanks! On it!
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Old 13 April 2019, 15:42   #71
LongLifeA1200
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I see we've moved on from Metal Slug Solid for the time being...

I've never played any other version of Street Fighter 2, so I'm none the wiser as to what I'm missing out on, all those years ago. I'm left with a happy memory of the game.

If this is just to prove that OCS/ECS can keep up with the big boys (arcade machines) of the day, then I hope it doesn't just stop at there. Adding more characters, locations and story-arcs would make all the effort so much more worthwhile.
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Old 13 April 2019, 20:21   #72
trixster
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Just has a play of Super Street Fighter 2 DX. Blimey, it’s surprisingly not awful the control are ok with 6 buttons, all the animations and speed is there. The music and sound is poor, the sprites look small compared to MD/SNES and the colours are weak but overall it’s massively better than SF2 or SSF2Turbo
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Old 15 April 2019, 12:27   #73
zero
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Quote:
Originally Posted by trixster View Post
Just has a play of Super Street Fighter 2 DX. Blimey, it’s surprisingly not awful the control are ok with 6 buttons, all the animations and speed is there. The music and sound is poor, the sprites look small compared to MD/SNES and the colours are weak but overall it’s massively better than SF2 or SSF2Turbo
It is, isn't it? The main things it gets right are the frame rate and timing.

SF2 actually runs at a different speed internally. The turbo modes just skip frames, in odd ratios like 3:5, so it has to run at 90+ FPS internally even if only 60 frames are drawn.

Even normal speed at 60 fps is quite an achievement.
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