English Amiga Board


Go Back   English Amiga Board > Coders > Coders. General

 
 
Thread Tools
Old 21 April 2011, 23:51   #1
Amiga Forever
Registered User
 
Join Date: Jan 2010
Location: UK
Posts: 228
Final Fight AGA?

I got the Level one up and running scrolling the screen.
I got some Final Fight sprites to put on the screen which is next Step....

The background of Final Fight is Snes version and I have reduce the colours down to 256 colours palette(I dont know if I did the right thing) using Pro motion 6





Please let me know if I got the colours palette wrong
Amiga Forever is offline  
Old 21 April 2011, 23:54   #2
s2325
Zone Friend
 
s2325's Avatar
 
Join Date: Jun 2006
Location: Gargore
Age: 43
Posts: 17,789
Is it possible to turn off blur?
s2325 is offline  
Old 22 April 2011, 00:28   #3
Amiga Forever
Registered User
 
Join Date: Jan 2010
Location: UK
Posts: 228
there is no blur in it....all I did was get all the level one background together and I try reduce colours into 256 AGA Colours....I will show you what I mean...

when come to reduce the colours and this is what I do

Amiga Forever is offline  
Old 22 April 2011, 02:37   #4
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Quote:
Originally Posted by Amiga Forever View Post
there is no blur in it....
There is some blur in the top of the display window, but the FF graphics look fine to me


Regards,
Lonewolf10

Last edited by Lonewolf10; 22 April 2011 at 02:41. Reason: Put SOR (Streets Of Rage) instead of FF, lol.
Lonewolf10 is offline  
Old 22 April 2011, 16:47   #5
Leffmann
 
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
There is actually a faint blur on all the game graphics, but it looks like regular bilinear sampling from up-scaling it, probably done by BlitzMax. The transparency and blurring of the graphics behind the window frame is a feature in Windows Vista and 7.
Leffmann is offline  
Old 22 April 2011, 20:44   #6
Lonewolf10
AMOS Extensions Developer
 
Lonewolf10's Avatar
 
Join Date: Jun 2007
Location: near Cambridge, UK
Age: 44
Posts: 1,924
Quote:
Originally Posted by Leffmann View Post
The transparency and blurring of the graphics behind the window frame is a feature in Windows Vista and 7.
That's considered a feature?

Glad I'm sticking with Windows 2K SP4


Regards,
Lonewolf10
Lonewolf10 is offline  
Old 23 April 2011, 00:08   #7
Amiga Forever
Registered User
 
Join Date: Jan 2010
Location: UK
Posts: 228
It going be hard of getting all the Final Fight Sprites for it...

The only problem I think of are Collisions and also when you hit the enemys then they fall down on the floor in like 45 degree going

for example

| - Enemy is standing

/ - Enemy leaning back due player hit the enemy

_ - the enemy is on the floor
Amiga Forever is offline  
Old 23 April 2011, 21:51   #8
Lord Riton
Registered User
 
Lord Riton's Avatar
 
Join Date: Jan 2011
Location: France
Age: 52
Posts: 507
Quote:
Originally Posted by Amiga Forever View Post
when come to reduce the colours and this is what I do

Why 32 colors ?
Lord Riton is offline  
Old 24 April 2011, 15:26   #9
Amiga Forever
Registered User
 
Join Date: Jan 2010
Location: UK
Posts: 228
I was showing the picture of the example.......The Final Fight background is SNES Version and I put 256 Colours of optimized palette as i hope i did the right thing.....eh

Not sure about Nearest color or Error Diffusion unless u know about them
Amiga Forever is offline  
Old 24 April 2011, 15:39   #10
Lord Riton
Registered User
 
Lord Riton's Avatar
 
Join Date: Jan 2011
Location: France
Age: 52
Posts: 507
Quote:
Originally Posted by Amiga Forever View Post

Not sure about Nearest color or Error Diffusion unless u know about them
With "nearest color" it simply picks the nearest available color for each pixel.

With error diffusion it does the same but keeps the "error" (the diff between the closest color it found, and the real color it should have been) and "adds" it to the adjacent pixels.

I started a thread about this with a fiew pictures illustrating it, if interested: There
Lord Riton is offline  
Old 24 April 2011, 15:45   #11
Amiga Forever
Registered User
 
Join Date: Jan 2010
Location: UK
Posts: 228
Quote:
Nearest color it simply picks the nearest available color for each pixel.

With error diffusion it does the same but keeps the "error" (the diff between the closest color it found, and the real color it should have been) and "adds" it to the adjacent pixels.
I see....thank you for explain on both of things.....

So what I have done for Final Fight background was reduce the colors to 256 which I click on

error diffusion

number of colors 256

optimized palette

I am trying to get AGA Palette of the Amiga

Please correct me if I am doing wrong.....
Amiga Forever is offline  
Old 24 April 2011, 20:35   #12
Lord Riton
Registered User
 
Lord Riton's Avatar
 
Join Date: Jan 2011
Location: France
Age: 52
Posts: 507
If this program includes all the sprite datas as well as the background graphics to compute the colors, then probably yes. Sprites have their own colors, but i doubt that you can handle the objects + chars on the screen only with real sprites. You will probably need bitmap objects, so they need to be included to compute your palette. But i'm not a master in the domain either, so someone else might have a better idea
Lord Riton is offline  
Old 24 April 2011, 21:16   #13
Amiga Forever
Registered User
 
Join Date: Jan 2010
Location: UK
Posts: 228
Thanks Lord Riton....

At the moment...I am working Final fight Sprites frames for Hagger, Cody and guy which take time to do....

I am sure Amiga AGA (with 2MB Ram) of those Final Fight sprites would be close the arcade Final fight sprites

I dont know how many Enemys Final fight Sprites on screen at once that Amiga AGA could do.... say 5 Enemys sprites at screen at once?
Amiga Forever is offline  
Old 24 April 2011, 21:58   #14
Lord Riton
Registered User
 
Lord Riton's Avatar
 
Join Date: Jan 2011
Location: France
Age: 52
Posts: 507
Just played final fight on my xbox 360 to check, in the 2nd level, in the metro, there were 9 oponnents at the same time on my screen at one moment ! + myself = 10 sprites, add one to that if you want to make the 2 player option available

And for your question, i really don't know, depends of the size of your sprites. If you want to use real hardware sprites you can have 8 only at the same time, more if you use copper tricks, but this is hard to do in such a game where all the sprites can be at the same place on moments.
Lord Riton is offline  
Old 25 April 2011, 14:44   #15
Anakirob
Unregistered User
 
Anakirob's Avatar
 
Join Date: Nov 2005
Location: Tasmania
Age: 42
Posts: 893
Quote:
Originally Posted by Amiga Forever View Post
The background of Final Fight is Snes version and I have reduce the colours down to 256 colours palette(I dont know if I did the right thing) using Pro motion 6


Please let me know if I got the colours palette wrong
As Lord Riton pointed out: If you use all 256 colours for the background, then you'll have no room left in the palette for everything else. If I were you, I'd convert it to a 128, or even 64 colour image.

However, on the Amiga it is possible to use the copper to change the palette mid-display. So each horizontal section can have its own palette. This means you could end up with MORE colours in your backdrop if you were to chop the background into sections (for example) 32 pixels in height, even though you'd be using a much smaller palette.

Oh, and one question. Why the SNES version and not the original arcade version?

Last edited by Anakirob; 25 April 2011 at 16:02. Reason: grammar.
Anakirob is offline  
Old 25 April 2011, 15:15   #16
Lord Riton
Registered User
 
Lord Riton's Avatar
 
Join Date: Jan 2011
Location: France
Age: 52
Posts: 507
You could also just take a lot of screen shots of the arcade game with a max of sprites on the screen, and then compute your colors with all the screenshots you made. That's probably not a 100% accurate method, but it might work well enough in the end
Lord Riton 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
Beats of Fire leathered Amiga scene 592 16 March 2019 21:13
New game vs Final Fight leathered Amiga scene 8 28 April 2013 20:39
Ripping - Final Fight BippyM project.Sprites 2 06 April 2005 19:53
Final Fight Dastardly support.Games 3 01 June 2003 23:16

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 22:51.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.09458 seconds with 13 queries