Would an accurate port of the original Xevious arcade be viable on the A500?
Hi folks,
Xevious is one of my all-time arcade favourites (spent quite a many coin on it as a kid!), and I've always felt kind of sorry it was never ported to the Amiga. Seeing that we're getting great conversions of other arcade hits of the time (which is bloody fantastic!), the old dream of having the same game experience on my trusty Amiga has resurfaced again. Would this be possible from a technical viewpoint, either on the A500 or at least on the A1200? |
It'd clearly be possible. Even the Atari ST managed a pretty decent version:
https://youtu.be/DloiAWTbTxE And the Sharp X68000, which is pretty comparable to the Amiga power-wise, had a near-perfect one. https://youtu.be/PaByW8xiurw |
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Hmmm.... That's not to say Xevious wouldn't be possible, of course, it's a 1982 game after all. |
The answer to your question is yes.
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Thanks everybody for the answers! The ST version looks surprisingly good, I wonder if it has all the features of the original (gameplay and level-wise). The graphics look pretty close to the original. Perhaps it wouldn't be a humongous task to make a conversion using the ST version as a basis?
I sadly lack the skills to code anything worth a mention, but one can always dream and hope.... :) |
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Only thing I hate about Xevious is the "music", it really would benefit from new actual music, not the crap white noise they used originally. |
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The "music" in this game is some kind of elaborate torture... |
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Heh, that's how I remember it also. I'm not sure how I would experience it today though! |
The sound in Xevious is arguably its most iconic and evocative feature, replacing that with some soft-rawk coder noodling would be a horrific crime.
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Maybe it would be interesting to hear a music remix, well, maybe more like some further embroidery to break the monotony.
Xevious has some excellent concept art. The main ship is a lot cooler than it the sprite makes it out to be. Then there's the screw-drive tank enemy Grobda which strangely got its own game. And there's also a language and complex backstory. There's a version where the graphics have more interesting hues than the lifeless gray ramp seen in most ports, so that's definitely something I'd like to see in an Amiga version. I think using one of the blitting modes to do realistic transparent drop shadows might be cool (i.e. a palette trick). |
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But I can not find it anywhere. |
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This came up in a search, seems to be quite recent: https://github.com/mazspork/xevious68k |
[QUOTE=Galahad/FLT;1538967
Only thing I hate about Xevious is the "music", it really would benefit from new actual music, not the crap white noise they used originally.[/QUOTE] It is the case of many early Arcades games and having Amigabport with kinda the same tune is not great IMHO. |
Nice find.
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A500 could do xevious ( or slap fight ) with ease
Good project for someone to do for sure. |
Well, it's not that easy for a 1:1 port because of the strange local palettes the game uses.
Game uses 128 colors, which could be reduced but it also has an OSD. ATM I'm focusing on an AGA port which should run on bare A1200. There are also memory constraints because of all the lookup tables and various palettes to emulate. This project was initiated by Mark McDougall, a talented coder who is doing the NeoGeo version which is way beyond the amiga version, but the cool thing is: I don't have a clue about how the game works. All Z80 to 68k reverse of the game logic is done by Mark and I "just" have to implement the hardware dependent calls that he designed. So more like an emulator, but not as slow as MAME, else it would be useless. http://retroports.blogspot.com/ Here's a WinUAE video to prove the concept. It's highly buggy (lots of gfx glitches) but you get the idea: https://youtu.be/UmdFmMCfqT0 |
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