10 March 2019, 04:47 | #141 | ||||||||||
Code Kitten
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Oh, I love this thread.
My take on which arcade games would deserve an Amiga conversion/port is simple:
But the first task to tackle should be item 1 -> first get rid of the bad taste that these horrible ports left in our mouths back in the day. I am of the opinion that even what are currently considered the best arcade conversions on the Amiga could be made much better but talk is cheap. Quote:
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If Tiertex had any brains, they would have dumped the ROM and done just that but there was scant risk of this happening as we know all too well. Quote:
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Many arcade games, especially the driving ones would lose a lot of their fun by going to digital joystick/controller input route. Quote:
The reason the MegaDrive can display 320 pixels worth of sprites per line is that these sprites are loaded from its VRAM which supports a higher bandwidth than the Amiga's and does not slow down the CPU while accessed. The flexibility afforded by computers (more RAM, more input devices, more screen modes) come with compromises as far as performance is concerned. The Amiga was a pretty damn good machine for its price. |
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10 March 2019, 05:27 | #142 | |
Total Chaos forever!
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@ReadOnlyCat
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10 March 2019, 05:51 | #143 |
Inviyya Dude!
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10 March 2019, 10:38 | #144 |
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Slap Fight https://en.m.wikipedia.org/wiki/Slap_Fight
Mr. Do! https://en.m.wikipedia.org/wiki/Mr._Do |
10 March 2019, 20:38 | #145 | |
Code Kitten
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Quote:
There are a few reasons as far as this kitten is concerned:
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18 March 2019, 00:41 | #146 |
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I think someone should have a go at making the existing Amiga Final Fight more fun!
IMO the basic game engine is reasonable. Adding music would be super easy; changing the baddie behavior, animation timing etc wouldn't be that hard once you figured it out. Using an emulator would make finding the relevant variables not too hard.. It'd be easier than starting from scratch anyway. This guy https://aviewfromaskewsite.wordpress...omment-page-1/ wrote a great rant about it. |
18 March 2019, 01:00 | #147 | |
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Maybe there is already a really good port out there? If so, please link it. But an arcade perfect conversion would be superb as far as I'm concerned and even Mr Do's Castle (or Mr Do! V.s The Unicorns depending on where you come from) and Do Run Run. I'm not so fond of Mr Do's Wild Ride. Basically I'm a big fan of the Mr Do! series. Given they're 8-bit arcade games I'm no expert but I think they'd be relatively straight forward. I'm racking my brain from when I was repairing them but I don't think they have any custom chips or anything nasty on the PCBs. Also, obviously I don't know if an arcade perfect port is even do-able but I like the way that Namco Classics has original and enhanced versions on the same PCB so you have for example Pacman and Enhanced Pacman and the enhanced version is really, really good. Man it's making me want to go into the loft and dig out my old PCBs EDIT: Looks like Do Run Run already exits and is pretty decent. Something off about the music but beyond that it looks pretty good: [ Show youtube player ] Last edited by MartinW; 18 March 2019 at 01:07. |
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18 March 2019, 02:01 | #148 |
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18 March 2019, 09:29 | #149 | |
Banned
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... AppleJack ... Bob's Garden ... Derring-Do This already exists: DO! Run Run Edit: oops, just got to the end of your post and see that you found this Last edited by DamienD; 18 March 2019 at 10:06. |
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18 March 2019, 13:08 | #150 |
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Will check those out and see what they play like. I was initially thinking more of a 1 for 1 from the arcade version but I guess there is the screen orientation problem so probably not even possible.
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25 March 2019, 02:11 | #151 | |
Code Kitten
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Unless of course you still have the source code lying around somewhere. I would personally restart from scratch, reusing the original arcade code where possible (it was 68k code after all) instead of attempting to replicate the logic. |
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25 March 2019, 02:59 | #152 | |
J.M.D - Bedroom Musician
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[ Show youtube player ] Last edited by saimon69; 25 March 2019 at 03:14. |
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25 March 2019, 03:43 | #153 | |
Moon 1969 = amiga 1985
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25 March 2019, 03:49 | #154 | |
Code Kitten
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Amiga sales had fallen down a cliff starting in 1992, the year of the introduction of the A600 and A1200 and piracy was too high to justify the expanse of a new license + the development costs. Original games had the advantage of not requiring a licensing fee. This is why licensed conversions are extremely rare for the A1200 and were acquired only for the most famous licenses (Street Fighter II, to be precise). |
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25 March 2019, 12:02 | #155 | |
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So you have musics like this for all levels of Final Fight? What is the average size of one mod in kilobytes? And how big is the largest mod? I'm asking because recently I have been making some theoretical plans on how to convert the SNES version of Final Fight for the 1 MB Chip A600. The SNES version sucks of course ( it has no 2 Player mode and no Guy ), but the graphics size is well suited for the Amiga...although a 512 kb Chip A500 could still have troubles, but the 1 MB Chip A600 should be able to handle it. Even 32 color GFX would fit quite nicely, with 2 players at same time and mirrored frames also stored in Chip RAM. However, right now I'm only making plans for fun, so don't expect a playable demo next month. |
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25 March 2019, 18:10 | #156 |
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I would definitely like to see Rastan in Amiga. I'll leave it just in case ...
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25 March 2019, 18:34 | #157 |
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Black Tiger... doable on A500.. would be easy to do on A1200
Speed Rumbler Wardner Trojan Air Buster / Aero Blasters |
25 March 2019, 19:56 | #158 |
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Athena
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27 March 2019, 07:50 | #159 | |
J.M.D - Bedroom Musician
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27 March 2019, 09:08 | #160 |
Inviyya Dude!
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Black Tiger would almost be easy on the A500. Not that many objects, no Parallax. You'd need 32 colours though.
Rastan is a different beast, though. With that parallax and a couple of big objects I'd probably go for a A1200 port here. |
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