14 October 2017, 01:34 | #41 | |
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Tsak, Makes some very valid and great points here about what is needed and why. I have both PC and Playstation Versions. < They look almost identical. I have always believed that Amiga could do this video game. I also think that if an Amiga version was ever produced, that it would attract a lot of attention. One other thing I feel is worth mentioning, the Amiga could easily handle all music, speech and sound effects. |
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14 October 2017, 02:03 | #42 |
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Also check this link out, it explains why this video game is simply awesome! I was also thinking shame they didn't do an arcade version, then we could of Mamed it !
How the F*** are they allowing downloads when copyright should still be in effect? If it isn't then someone could start work on an Amiga port of Resident Evil. They state that the PC version was constructed using Playstation port and that PC looks superior due to screen resolution. < I thought other than this, they are virtually identical. http://www.old-games.com/download/6152/resident-evil |
14 October 2017, 03:42 | #43 | |
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I think there's no real comparison between the Amiga and PSX, the later has specialised custom harware to pull off it's magic (just like the Amiga has it's own), so the CPU speed is not much relevant here. Plus for a nice Amiga port you'd still need to make a lot compromises. Unless you make it for 060 in which case I too think a 1:1 port could easilly be created. But where's the fun in that? |
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14 October 2017, 05:04 | #44 |
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Good luck trying to get Capcom to allow such. They are like Konami and Square Enix immensely defensive of the IPs and they would issue Cease and Desists as soon as look at you.
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14 October 2017, 15:56 | #45 | |
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Would definitely make a cool demo to just Run around the house - Ripping everything would be a pain in the butt - would be interesting to see just how many frames to walk around the whole house. I wouldnt know how but if scaling were possible this would help cut down on frames.
Maybe if replaced the background files in the PSX game with just something blank this would help Ripping for the main sprites. Quote:
Last edited by Retro1234; 14 October 2017 at 16:05. |
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14 October 2017, 16:19 | #46 | |
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You also have to take into account that they are clearly allowing downloads on this title, just by using the link provided further up this thread. Consider into all this that the original title it now over two decades old, I do not think Capcom would bother if a small outfit, was to attempt a retro Amiga version. |
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14 October 2017, 16:35 | #47 |
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I take it you've never heard of Megaman then? A remake had to be renamed in order to get published. Capcom are vicious protectors of their I.P.
But let's discuss RE. Technically, it might be possible but you'll be needing a pretty beefy Amiga to run it. I'd not bother with pre-rendered sprites, as each model would need to be drawn at every x/y/z position in order for perspective to be taken into account, along with every frame of their animation too. You're talking millions of images. Loading them all in per scene would take ages even from HDD. You could cut that down with some scaling, but that would look just awful at low resolution. From looking at some videos, there seems to be a few hundred gouraud and flat-shaded polygons per scene. Maybe up to a thousand for busy and complex stuff. With a decent 3D engine, flat-shaded could be done but again, you'd need a pretty hefty Amiga to pull it off. |
14 October 2017, 16:58 | #48 |
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14 October 2017, 17:24 | #49 |
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Maybe Capcom didn't care because the Amiga demo was a joke and market was too small. Even if they see an Amiga version running they wouldn't care. But the problem isn't Capcom. The problem is you need a team working for 2 years (for free) on a high end 040/060 with 3D to get this going. This is not Donkey Kong, you need 3D to make a proper version or forget it and do something like NES R.E.
[ Show youtube player ] |
14 October 2017, 21:21 | #50 |
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I made you a quick video of Resident Evil on an Amiga running FPSE:
[ Show youtube player ] It's on a 400Mhz PPC. Sound doesn't work sadly as I don't think the old WarpOS version of FPSE supports it. I can't work out how to get fullscreen Warp3D working with this hardware so this is software rendering. Last edited by trixster; 14 October 2017 at 21:46. |
14 October 2017, 22:39 | #51 |
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I would chip in for some kind of pre-rendered demo or even if it comes to nothing. I cant spare much time but I must admit its an idea ive been toying with for some time and Tsak mention it as well, I think a cool demo could be pulled off.
have a look at these rips https://www.spriters-resource.com/mo...n/sheet/18947/ and check out Resident Evil 2 on gameboy Advanced - is this real 3D? Theres a guid to ripping Gameboy Advance sprites and like most console sprite ripping the guy uses a emulator turns of the background and just grabs the on screen graphics - could be a starting point. Last edited by Retro1234; 14 October 2017 at 23:05. |
15 October 2017, 02:46 | #52 | ||||
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Also the main concern (for RAM) are not the overall needed frames for the complete house but in each individual room. You can reload a completely new set of anims going from one room to another. Now for the character anims themselves, it's 16 directions (for super smooth 360 turn around) x walking/attacking/standing still/geting hurt frames. Obviously it's huge, huge, HUGE ripping work to do (if you consider you'd need perhaps around 200 frames per character for each individual room). Quote:
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15 October 2017, 03:03 | #53 |
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I may look into ripping from the GameBoy Advance version at some point.
Would you take a guess at the dimensions of a Sprite sheet with say 200 of the frames and what colour depth would be acceptable. I may be wrong but creating a 3D wire frame for these would be hard! unless you can extract the data from the original - maybe the wire frame was based on real humans. |
15 October 2017, 03:44 | #54 |
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@Tsak and @Retro1234, You both really seem to know your stuff when it comes to making this a possibility on the Amiga!
Some of that information was like whoa!! It is really fascinating to see you both working together to work out how certain aspects of how this video game, can be accomplished. I do believe this is now in very capable hands indeed!! < If you succeed in making a playable Demo or even the full game, you shall go down in Amiga History. |
15 October 2017, 09:51 | #55 |
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I agree. The proof, as they say, is not in the pudding but in the eating. I await a playable demo with great interest.
So who's actually going to write this? |
15 October 2017, 20:14 | #56 | |||
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Now for color depth, 16 colors are enough, so let's say 4 bitplanes. Here's a quick test I made: It's 32x64 size, 16 colors and It's cut out and resized from this pic here : https://lezisell.deviantart.com/art/...-I-P-411477399 Quote:
However if someone with 3D skills could step in and provide the sheets I could help with the conversions. Quote:
Last edited by Tsak; 15 October 2017 at 20:22. |
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15 October 2017, 21:32 | #57 | ||
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You are way too modest, you deserve all the praise there is for the effort you have show so far. Simply amazing, you are very talented!! |
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16 October 2017, 00:10 | #58 | ||
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Aaand, here's another quick test from an animated Resident Evil character gif I found.
Took me just 5mins to rip from the gif, do the conversion to 32x64/16 colors and reconstruct the anim. So you see, if you have the meshes/anims and the correct angle for each room it's pretty straight forward to export, convert and re-use! Here's the original gif: http://i.imgur.com/widAMdb.gif My conversion anim is obviously jerkier as I limited number of frames from 30 to 9. But as you see, the anim is still perfectly legit! And here's the thread I found it in: http://lgt.createaforum.com/tools-23...dit-3d-models/ Basically the guy gives a tool which can rip the meshes from the original game, so someone could easilly take the assets/anims and make similar exports. Quote:
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To take what I'm saying one step further, 16 colors are ideal for the character to be made into a sprite (instead of a bob), which can offload the blitter even further. Also means that a possible demo could run pretty well even on an unexpanded A1200. Having said that, I'm pretty well aware that with some rooms where the characters are quite big, the 2mb limit might be too much of a bottleneck for full anims under my proposed method. I'm not sure if I should take this personally (anyway, no offence taken). I'm no coder but I'm pretty firm I know my stuff/Amiga limitations (having spend the last 8 years working on actual Amiga games helps here). Unless you can prove me wrong of course, feel free to get technical Last edited by Tsak; 19 November 2017 at 13:04. Reason: Missing link |
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16 October 2017, 00:24 | #59 | |
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Sadly, we see this scenario all too often - a lot of excitement and pretty much zero results. I'm not expecting this to turn into a port of RE to the Amiga. Quite the opposite |
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16 October 2017, 02:56 | #60 |
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If someone did want to go 3D maybe create a 360 Rip this could be used as a basis of to create a 3D skeleton/object.
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