13 July 2018, 18:22 | #141 |
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I'm doing another project, no porting:
http://www.generationamiga.com/2017/...ed-dwarf-star/ Like I said about rygar. If we want do an open project and use my current experience with my rygar version, and work together, I'm very willing to do so. |
13 July 2018, 23:52 | #142 |
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IMHO it's not worth the effort if your aim is to get it closer to the arcade. There are a ton of really bad ports and Double Dragon isn't that bad in comparison. I have a soft spot for DD's predecessor: Renegade, now that's a horrible conversion ! Splendid game on 8-bit systems and utter crap on the miggy.
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14 July 2018, 09:28 | #143 |
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from my pov richard did a good work for the main characters and bad guys...
Where i see a problem it's graphically in the background. The background are really ugly in some stages. But i'm sure he did his best with the time and the support he had. Do you think a 64 colours could have been achieved on the a500 1 mb chip ? |
14 July 2018, 12:36 | #144 | |
CaptainM68K-SPS France
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Quote:
Final Fight Richard version's problem is the rubbish palette used. |
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14 July 2018, 22:06 | #145 | |
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Quote:
I for one would love to see a near perfect arcade conversion for an OCS/ECS machine. Yup, the original port was pretty crap, animation had missing frames and the backgrounds weren't great. It was an OK effort, I guess, certainly not as bad as something like Ghouls 'n Ghosts. |
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15 July 2018, 05:02 | #146 |
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Double Dragon is pretty shite. It's about as bad as Final Fight in my opinion.
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19 December 2018, 09:26 | #147 |
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Maybe this question have been answered but I always wondered (and apologies if this is a silly question. I'm not a specialist of the subject)
It thought that one of the main advantage of the consoles was that they can rely on their rom cartridge to bypass their RAM limitation, something the floppies based Amiga couldn't do, having to put all the game assets on the RAM from the floppies. But with the Mega CD there isn't any cartdridge, just a 1X CD-ROM and 512ko of RAM (VS 2XCD Rom and 2Mb chipram for the CD32). So how do they did they managed to have a decent Final Fight ? How does the hardware access to the graphics since there isn't any rom ? I would have thought that it had to use the ram to stock them, exactly like a floppy based machine. If you consider that the Amiga version of FF run with 512ko and 68000/7Mhz, you could imagine that with 2mb of ram, 68020/14Mhz, 2X CD-ROM and some chipset trickery using the copper and the blitter, it could have been possible to make a game at least on par with the MCD version, using slightly better palette than the original Amiga one. Last edited by sokolovic; 19 December 2018 at 10:25. |
19 December 2018, 09:48 | #148 |
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the Random Access loading routine called DLS "Dynamic Loading system" allowed to run games in only 512kb of ram, thanks to the ability to load the graphic parts dynamically in ram. Saint dragon was virtually equal to the coin-op !
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19 December 2018, 10:53 | #149 |
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But this is for the Amiga I guess, since there isn't any Mega CD version of Saint Dragon
How does the Mega CD managed to stock the graphics assets of Final Fight with only 512kb of RAM ? I suppose it was also dinamically loaded in some way since I always thought that the RAM was the main limitation of converting arcade games with huge amount of graphics data on the Amiga because there wasn't any ROM cartridge to stock and access to them directly. I'd like to understand how this problem was bypassed by the Mega CD without any cartridge and why the CD32 couldn't bypass the RAM limitation in some way like the Mega CD managed to do. Last edited by sokolovic; 19 December 2018 at 11:06. |
19 December 2018, 11:07 | #150 | |
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Quote:
Being able to flip, rotate and scale sprites and tiles helps a lot, as you don't need to have nearly as much gfx stored in RAM. |
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19 December 2018, 11:16 | #151 | |
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Or maybe the MCD can use also the CPU of the Megadrive, in that case, it can use 2x68000 CPUs at 7,5 and 12,5Mhz, giving him some advantage on the only 680EC20/14Mhz of the CD32 ? (thanks for the answers anyway.) |
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19 December 2018, 11:23 | #152 |
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Is there actually a Final Fight for the CD32? Because unless there is, it's a bit silly to speculate why it can't be done on the CD32 compared to the Mega CD.
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19 December 2018, 11:38 | #153 |
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I have the U.S. Gold version. It runs on a single floppy drive on 512k systems. If it had 2 megs standard it would have been a much better game.
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19 December 2018, 11:46 | #154 | |||
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Quote:
[ Show youtube player ] Quote:
Here are the mega cd memory specs : Quote:
VRAM is not VRAM like it seems to be(it's not accessible by the Md's VDP), but only the same king of VRAM than the MD one (aka psram). Last edited by touko; 19 December 2018 at 11:59. |
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19 December 2018, 11:51 | #155 | |
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Quote:
I had always read that the RAM limitation was the main limit of the arcade games adaptations on the Amiga because games like FF, SF2, SSF2, MK, Primal Rage where forced to put their huge amount of GFX, Sounds and code into the RAM available (512kb, 1mb or 2mb depending of the game) while consoles versions had a ROM cartridge to stock all the datas. Since the Mega CD haven't any cartridge but a CD Drive and not very much RAM, how is it possible for it to don't have the same limitations ? Thanks / Merci. |
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19 December 2018, 11:57 | #156 | |
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de rien ,en plus marseillais
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19 December 2018, 14:09 | #157 |
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...and where can one find that version with the Sodom fight???
I have all these but it's not in there |
19 December 2018, 14:13 | #158 | |
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Quote:
EDIT: it seems that this version is not the one developped by the original coder (Leathered) which is dead (if i understand correctly), this why IMO, this version is not available . |
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19 December 2018, 14:15 | #159 |
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Per-Ola Eriksson must have this as he played / made the video... if only I knew what his EAB member name was then I'd ask him
There's a thread on EAB where we were trying to source all known versions: Final Fight AGA Details of each version is here... Edit: don't worry, seems my memory is rubbish and I've answered my own question by reading my old post... Last edited by DamienD; 19 December 2018 at 14:25. |
19 December 2018, 14:28 | #160 | |
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Unfortunately Paul passed away at too young an age |
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