[request] Not exactly an ST port.... Black Tiger Redux?
Yesterday i stumbled again on Black Tiger longplay video.
Never been so disappointed by a US Gold port like that one: graphics was there, playability was there, but the scrooollll.... and the slow speed :( Sometimes i wonder if is possible for experienced coders redo the scrolling routines using the blitter rather than those ugly 8x8 push inherited from ST, plus adding in-game music... |
It can be worse http://hol.abime.net/5002 http://hol.abime.net/4916
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Actually there is really one good game which needs such an update. Ruff'n Tumble. Should be doable on AGA (with a lot of work), right? btw: Black Tiger Amiga would need more work. The joystick control is nearly unusable, compared to the good arcade version.
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They have just replaced the I/O routines by ahem.... amiga ones, and there it was :( I'm sure ADRdesign could help on the music :) Unfortunately, it seems that even reworking a not too big game is a lot of work.... |
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i did a compare quite a while ago, the main difference is that amiga BT files are hidden on the disk, but concretly, something like 90-95% of the code is the same on both machines.
Only the screen, I/O, disk accesses differs. |
sometimes i think would not be bad to create a bounty system similar to the AROS one for pimping bad games and motivate porters :)
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some info on the original arcade:
http://www.thepixelpump.com/blacktiger/ports.php soundtrack as youtube movie: https://www.youtube.com/watch?v=b8xTbTuPqBk [if i have time can work a bit on it] |
i can give all you need (GFX ripped to perfect from the coin-op, as well as the musics. ADR design has made an awesome job on Final Fight AGA music from my rips.)
Maybe you can do something there Saimon ? EDIT : From the Start, the coin-op use 1024 colors palette (4x256 colors, or 4x 16 palettes of 16 colors). it's a 256 colors game (PC like palette). each monster has its own palette, so multiply their number x 16 colors. Backgrounds use exemple on level one 87 colors alone. 87 it's 4x16(64) + almost 2x16 color palettes. To get the best results, all the sprites for a level must be mixed with the background in order to get a standard computer palette on 256 colors. Next : The sprite datas must be sipped from the Coin-op Code program. |
pity am not a coder, not an assembly one at least; i can mod the soundtrack though - however with this thread my intention was to provide some bored coder food for thought...
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It's easy to get via mame the arcade rom code in binary or disassembled. The main problem is that it's Z80 code, not 68000 code.
EDIT1: checked the tiles of the amiga version, it's crap Atari ST PC1 files made under degas elite in 16 colors. Typical ST port shit. EDIT2 : The coin-op z80 has 64kb of maincode, and 256kb of DATA for sprites and backgrounds (7 banks) |
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I tried before to compile these Pascal codes without success. These tools are from 1982, todays compilers through out too many error. We need the original compiler, a Pascal expert or port those sources into C.
Kamelito |
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Anyway, the game is way too slow to be enjoyable, I doubt the ST version is much faster. The binaries are still in Atari ST format and I am checking the code, not sure I can be bothered to do anything with that game though. |
Satan http://hol.abime.net/1838/screenshot is similar and slightly better for me.
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What i wonder however is why that game run at so crappy 6FPS? OK, st port is not that better, but i wonder if is due to "processor fatigue" or bad programming... maybe the original team DID use the z80->68k tool to convert the code and is not optimized
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@dfrsilver
Without using AGA i think with 32 colors (16 fixed 16 changing for each level) and 25fps the graphic conversion might come out good enough |
Maybe it's possible to use Backbone to redone this game?
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@s2325
Taking out the climbing spines probably, else i dunno |
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