25 April 2018, 11:39 | #501 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
|
Quote:
|
|
25 April 2018, 11:56 | #502 |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 53
Posts: 4,475
|
It's not DanScott related but you can search for AnimaInCorpore's work.
Google for Daimakaimura (Ghouls 'n Ghosts) and Atari.. (EDIT: writing atari gave me a strange tingle ) An universal 16 colors Capcom palette is used and the result are very very good |
25 April 2018, 12:12 | #503 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
|
25 April 2018, 12:20 | #504 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
But here's my current palette. I am still working on some palette tweaks, but for the particular game, it seems to work quite nicely, and gives the artists enough shades to accurately remap the coin-op sprites and background tiles down to 16 colours. As I said, some compromises needed.. there are some sprites/bg tiles that use pink/purple colours, but these look great when remapped to use the blues and reds.
I also have devised another more general purpose palette too, but this would require a lot more work for an artist to remap sprites/tiles |
25 April 2018, 14:13 | #505 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
|
Quote:
|
25 April 2018, 15:47 | #506 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
It would be even better if you could reduce the backgrounds to 8 colours and the enemies to a different 8 colours, for dual-playfield mode. Then you have sprites with their own palette on top of that, and easy collision detection.
|
25 April 2018, 17:46 | #507 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
Quote:
Dual playfield does have it's advantages and also it's disadvantages. On OCS/ECS there is a huge overhead in terms of bitplane DMA usage. This is offset by having to blit less planes for objects (and can clear the area rather than background restore). You could reduce the screen size to help gain more CPU/Blitter time, but a game like GnG needs to stick as close as possible to the original screen resolution / dimensions. Overall though, unless you have a very good artist, you will end up with something that looks pretty bad. Probably on AGA, dual playfield is the perfect solution (with hardware sprites to build the background parallax layer) |
|
25 April 2018, 17:58 | #508 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
|
If I was doing i would go for AGA too simply because without the parallax scrolling the game might as well be Ghosts 'n Goblins which had a very good Amiga port.
AGA would do the Arcade proud and would give more time fine tuning the game without having to worry about technical limitations. |
25 April 2018, 18:13 | #509 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,291
|
On Ocs/Ecs you can have a better Amiga conversion, only by reducing screen size, and I mean A lot better
|
25 April 2018, 18:40 | #510 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
highly debatable that reducing screen size makes for a better conversion.
Gameplay is quite often defined around the screen size, and what can be seen from the players position. As i stated, GnG at full screen size (320x224 perhaps to keep the coinop Y screen size) on Amiga is 100% possible on OCS |
26 April 2018, 12:05 | #511 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
|
26 April 2018, 12:48 | #512 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
Quote:
It only tells you there has been a collision (overlap) of sprite data to other sprite / playfield data. It doesn't tell you exactly what your sprite collided with. You still have to work out manually what has been collided with. Checking collisions every frame is not so hard to optimise anyway... generally things are not moving so fast, so a sorted list will not change a great deal from one frame to the next. |
|
26 April 2018, 16:43 | #513 | |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
Leander, for example. I have a feeling Agony did it as well, but I'm not sure.
Quote:
So now instead of checking player bounding box vs. every enemy on screen, and then doing a pixel-perfect check if they are overlapping, you check one bit. For the player's weapons you use simpler methods because they won't mind if it's not pixel perfect, but they will care if they die unfairly. |
|
27 April 2018, 11:49 | #514 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
|
I have reason to believe that Leander doesn't use pixel perfect collision, based on watching the full playthrough. Would be interesting to see HOW they utilised it, if they did (it sure looks like BB checks to me)
And GnG... there's a lot more that can happen than just taking a hit and losing armour. ie... collision with chests to open them.. collision with pickups to pick then up, non-collision with things like feathers off the vultures, non-collision of walking through a "death" sequence of an enemy, non-collision of enemies that are emerging up through the floor, magician spell that turns you into a duck (or whatever) |
27 April 2018, 12:22 | #515 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
Leander is pixel perfect using sprite/playfield detection.
[ Show youtube player ] As I said about GnG, the player probably won't be too upset if the collision detection on power-ups isn't pixel perfect, as long as it goes in their favour. The non-collision objects are harder. Maybe they could be fudged with sprites instead of being drawn as bitmaps. Hmm. |
27 April 2018, 13:09 | #516 | |
Registered User
Join Date: Jun 2009
Location: Dublin, then Glasgow
Posts: 6,347
|
Quote:
A simple test to see if a game uses chipset collision detection is to disable it in WinUAE and see if the game still works. |
|
27 April 2018, 13:43 | #517 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
|
Good point about the colour palette stuff. That's the kind of thing that a carefully designed Amiga game could make use of, but which is harder to arrange for an arcade port. Especially with dual playfield giving you only 8 colours for the enemies...
Maybe there is another way. The player sprite is pretty small. You could do pixel perfect collision detection by re-drawing it in a hidden part of the screen along with enemy masks on a single bitplane. Only enemies near the player would need to be rendered, and ones that can't be hit are excluded. The area only needs to be the height of the player sprite. |
27 June 2018, 12:34 | #518 |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 232
|
|
27 June 2018, 13:39 | #519 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,000
|
To be fair, he also explained very concisely and clearly why you were monumentally, totally wrong.
Quote:
Or you can give them restrictions based on publishing dates and get something that's good enough. It was very rarely down to the coder as to how good an arcade conversion was - nine times out of ten it was due to publisher restraints, and forcing corners to be cut (such as porting from ST to Amiga with all the inadequacies that entails) that caused poor conversions. |
|
04 July 2018, 08:48 | #520 | |
Registered User
Join Date: Nov 2012
Location: Willich/Germany
Posts: 232
|
Quote:
Also the "publisher restraints" is the other excuse way back then. There are no restraints now and every "good" coder can show that he's able to deliver. It's even more convenient to develop on modern platforms but there's no real visible progress especially in having better conversions of arcade games. Anyway, I was asking for help to port Cho Ren Sha 68k to the Amiga platform but there was no support at all. Probably everyone knows that the Amiga (1200) is not able to perform adequately for that certain task. The only conclusion is that everything about having "good arcade games for the Amiga" is just talking but not doing and that's what I would say is MONUMENTALLY and TOTALLY wrong. |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Japanese Console/Computer RPG discussions | Retro-Nerd | Retrogaming General Discussion | 2 | 02 April 2009 01:32 |
Given the recent Scanlines discussions... | DamienD | request.UAE Wishlist | 26 | 26 April 2007 17:36 |
Wii Virtual Console / Xbox Live Arcade? | killergorilla | HOL suggestions and feedback | 2 | 06 March 2007 17:20 |
Landover's Amiga Arcade Conversion Contest | Frog | News | 1 | 28 January 2005 23:41 |
|
|