19 July 2022, 02:08 | #121 | |
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Quote:
Maybe you should create separate thread for this port? It deserves it. |
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19 July 2022, 21:10 | #122 | |
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floor wood parallax effect. But it has problems. If you scroll large area. ken moves in slow motion. I'm not using sprite characters. I am using the Blitter object. screen scroll command effect ken and ryu are floating pixels. the result is bad. The displayscroll command i changed parameters numbers. result small scroll on screen. [ Show youtube player ] Quote:
I reviewed your sf2 game program. your code for amiga 1200. I'm in favor of the amiga 500. The amiga 1200 version can be done better. |
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19 July 2022, 21:58 | #123 | |
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Obviously on a 1200 you get wider sprites which I agree makes the game easier to port. You still have the problem of AI though as this doesn't appear to have been reversed engineered anywhere? |
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20 July 2022, 10:52 | #124 |
Phone Homer
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I think Master484 also worked on a OCS version. Why don't you ask if you can use his work, as no offence but we already have 3 shit versions why make a fourth and you really need an artist and guide.
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20 July 2022, 13:29 | #125 |
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The AI has been reversed and it isn't really AI at all, it's just a series of scripted moves. Actually quite easy to implement.
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20 July 2022, 18:31 | #126 |
J.M.D - Bedroom Musician
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The base idea is more projects more chance one of those will actually reach somewhere
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20 July 2022, 19:35 | #127 |
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That's great - please point me in the direction of this as I was unable to find it and having nothing to base computer AI on stopped me even having a go! I agree that it won't likely be too complicated but you need a deep understanding of how the computer works out it's move if you are going to get anything like an authentic feel.
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20 July 2022, 23:49 | #128 |
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Sure, this one is probably the easiest to understand:
https://sf2platinum.wordpress.com/20...the-ai-engine/ There really is no 'deep understanding' to have, it's random and based on scripts. |
20 July 2022, 23:58 | #129 |
Jackie Chan
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I do remember observing the reactive nature of the SF2 A.I yes- and each character has specific weaknesses that can be exploited too. The A.I did not seem to adapt to circumvent these individual weakness's either I think. Only that I did play the arcade and snes versions to death for many teenage years- lol. Hope you can sort the A.I then.
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21 July 2022, 03:33 | #130 |
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21 July 2022, 05:12 | #131 |
J.M.D - Bedroom Musician
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If this was assembly that would be a nice touch but being blitz basic i agree: focus on playability first and if is good you could maybe even get rid of scrolling background
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21 July 2022, 19:27 | #132 |
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Absolutely not needed and lots of fighters don't do it but if you are porting Street Fighter 2 then if possible, I would include it as it's part of the whole thing!
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