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#21 |
IndieRetroNews
Join Date: Jul 2012
Location: -
Posts: 2,808
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Are we likely to see this during the early part of the year? Jan/Feb?
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#22 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Quote:
The game is content complete, but all levels need to be tested with all different setups and different game variables. Can't tell how long this takes. Also i need to find room for ~3kb... this will be the biggest challenge. |
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#23 |
Registered User
![]() Join Date: Jul 2015
Location: The Netherlands
Posts: 2,693
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Looking forward to it already, this is a great game to have on the Amiga
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#24 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Tinyus - Music impression
Here you can listen to a (tiny) music impression from Tinyus
http://www.abyss-online.de/eab/tinyus.mp3 Most ingame music was done with 3 channels and the lead voice echos on the 4th channel (when no sfx are played). Not quite perfect, compared to the Arcade 5 channel audio but it works nicely. The 14 tracks take 4kb chipram, and 24kb other ram. All music was done with PreTracker 1.5. PreTracker 1.5 now has support for subsongs and 32 additional soundfx. |
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#25 |
Registered User
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Location: Warszawa / Polska
Posts: 1,484
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Awesome in my opinion ^^
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#26 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 211
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Tinyus - Sprites conversion
All tiles and sprites were converted by Fade1 to fit into 32 colors. Each level has a unique set of 8 colors and 24 are shared among all levels. With a lot of tweaking it was so possible to have almost 1:1 arcade gfx on Amiga 500.
Gradius/Nemesis don't have that much gfx, but they use a lot of palette recoloring and X/Y flip. The arcade sprites use 16 colors each (out of many different palettes). The hardware can even zoom sprites, which needs additional large animations on Amiga. In Tinyus on Amiga all moving gfx need 10 bitplanes (5 color planes + 5 mask planes). Most of the gfx need also X/Y flip and different palettes. The combination of all these attributes fills quickly all available chipram on A500. A typical enemy animation with its amiga gfx: ![]() It was not even possible to have only the gfx for the first level in chipram. So gfx needed to be depacked on the fly or streamed from slowram to chipram. Last edited by pink^abyss; 10 January 2021 at 13:30. |
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#27 |
Junior Member
![]() Join Date: Aug 2001
Location: France
Posts: 1,331
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Gradius on Amiga... wow another prodigy of Abyss.
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#28 |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 855
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super stoked for this! Looks and sounds amazing so far.
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#29 |
J.M.D - Bedroom Musician
![]() Join Date: Apr 2014
Location: los angeles,ca
Posts: 1,699
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With some modification that engine could come out also a Tiny Salamander or a Tiny Parodius too [the MSX one of course], but i would like to see Amiga stuff featured
Last edited by saimon69; 09 January 2021 at 22:56. |
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#30 |
Registered User
![]() Join Date: Sep 2016
Location: New York, USA
Posts: 134
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This is amazing news! Tiny Galaga and Tiny Invaders were 2 of my favorites from last year
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#31 |
Registered User
![]() Join Date: Apr 2020
Location: Slough
Posts: 34
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Amazing work!
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#32 |
Registered User
Join Date: Jan 2018
Location: Germany
Posts: 9
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Whooooping
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#33 |
IndieRetroNews
Join Date: Jul 2012
Location: -
Posts: 2,808
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#34 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 49
Posts: 5,103
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3kb? are you using the OS? (killing it saves space)
have you got the best compressor for your real-time frame decompressor ? just some ideas...you probably thought of that. The game looks great. I wonder how you can pull so many excellent titles in no time. Superb! |
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#35 |
Registered User
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Location: Arnsberg Germany
Age: 42
Posts: 166
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Excellent!
This is going to be a gem considering the quality of your previous games. |
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#36 | |
Registered User
![]() Join Date: Jan 2015
Location: London/UK
Posts: 139
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Quote:
About the graphics, you guys are doing an outstanding job. It is a dream come true to have one of the best Konami games converted to the Amiga with such quality. It was around 7 years ago, when I did my Gradius for Amiga video [ Show youtube player ] , it is amazing it become reality. Thank you so much. Last edited by Toni Galvez; 10 January 2021 at 01:35. |
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#37 |
Registered User
![]() Join Date: Jan 2020
Location: oslo/norway
Posts: 683
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Thank you for doing this. Looking forward to play the game
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#38 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,003
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Konami + Abyss feels like a match made in heaven. Looking forward to this – and a trainer; Gradius is hell to play.
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#39 | |
Registered User
![]() Join Date: Nov 2015
Location: Italy
Posts: 69
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Quote:
You do not necessarily need 5+5 planes for every object. You can still blit some objects (if there are only a few of them on screen at once) plane by plane with one single mask plane. Then gfx for some could also be only 4 or 3 planes. And remaining planes all cleared or set using mask plane. You should not be using horizontal screen doubling/mirroring technique for scrolling. |
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#40 |
Registered User
Join Date: Dec 2002
Location: sweden
Age: 43
Posts: 355
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Wooow!!!
Gradius is one of my all time favs! Thanks for doing this!!!! |
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