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-   -   Final Fight AGA? (https://eab.abime.net/showthread.php?t=58881)

Amiga Forever 21 April 2011 23:51

Final Fight AGA?
 
I got the Level one up and running scrolling the screen.
I got some Final Fight sprites to put on the screen which is next Step....

The background of Final Fight is Snes version and I have reduce the colours down to 256 colours palette(I dont know if I did the right thing) using Pro motion 6

http://www4.picturepush.com/photo/a/...20/5503982.png



Please let me know if I got the colours palette wrong

s2325 21 April 2011 23:54

Is it possible to turn off blur?

Amiga Forever 22 April 2011 00:28

there is no blur in it....all I did was get all the level one background together and I try reduce colours into 256 AGA Colours....I will show you what I mean...

when come to reduce the colours and this is what I do

http://www2.picturepush.com/photo/a/...nymous/eh2.png

Lonewolf10 22 April 2011 02:37

Quote:

Originally Posted by Amiga Forever (Post 751348)
there is no blur in it....

There is some blur in the top of the display window, but the FF graphics look fine to me :)


Regards,
Lonewolf10

Leffmann 22 April 2011 16:47

There is actually a faint blur on all the game graphics, but it looks like regular bilinear sampling from up-scaling it, probably done by BlitzMax. The transparency and blurring of the graphics behind the window frame is a feature in Windows Vista and 7.

Lonewolf10 22 April 2011 20:44

Quote:

Originally Posted by Leffmann (Post 751456)
The transparency and blurring of the graphics behind the window frame is a feature in Windows Vista and 7.

That's considered a feature? :confused

Glad I'm sticking with Windows 2K SP4 ;)


Regards,
Lonewolf10

Amiga Forever 23 April 2011 00:08

It going be hard of getting all the Final Fight Sprites for it...

The only problem I think of are Collisions and also when you hit the enemys then they fall down on the floor in like 45 degree going

for example

| - Enemy is standing

/ - Enemy leaning back due player hit the enemy

_ - the enemy is on the floor

Lord Riton 23 April 2011 21:51

Quote:

Originally Posted by Amiga Forever (Post 751348)
when come to reduce the colours and this is what I do

http://www2.picturepush.com/photo/a/...nymous/eh2.png

Why 32 colors ?

Amiga Forever 24 April 2011 15:26

I was showing the picture of the example.......The Final Fight background is SNES Version and I put 256 Colours of optimized palette as i hope i did the right thing.....eh :)

Not sure about Nearest color or Error Diffusion unless u know about them :)

Lord Riton 24 April 2011 15:39

Quote:

Originally Posted by Amiga Forever (Post 751793)

Not sure about Nearest color or Error Diffusion unless u know about them :)

With "nearest color" it simply picks the nearest available color for each pixel.

With error diffusion it does the same but keeps the "error" (the diff between the closest color it found, and the real color it should have been) and "adds" it to the adjacent pixels.

I started a thread about this with a fiew pictures illustrating it, if interested: There

Amiga Forever 24 April 2011 15:45

Quote:

Nearest color it simply picks the nearest available color for each pixel.

With error diffusion it does the same but keeps the "error" (the diff between the closest color it found, and the real color it should have been) and "adds" it to the adjacent pixels.
I see....thank you for explain on both of things.....

So what I have done for Final Fight background was reduce the colors to 256 which I click on

error diffusion

number of colors 256

optimized palette

I am trying to get AGA Palette of the Amiga

Please correct me if I am doing wrong.....:)

Lord Riton 24 April 2011 20:35

If this program includes all the sprite datas as well as the background graphics to compute the colors, then probably yes. Sprites have their own colors, but i doubt that you can handle the objects + chars on the screen only with real sprites. You will probably need bitmap objects, so they need to be included to compute your palette. But i'm not a master in the domain either, so someone else might have a better idea :)

Amiga Forever 24 April 2011 21:16

Thanks Lord Riton....

At the moment...I am working Final fight Sprites frames for Hagger, Cody and guy which take time to do....

I am sure Amiga AGA (with 2MB Ram) of those Final Fight sprites would be close the arcade Final fight sprites

I dont know how many Enemys Final fight Sprites on screen at once that Amiga AGA could do.... say 5 Enemys sprites at screen at once?

Lord Riton 24 April 2011 21:58

Just played final fight on my xbox 360 to check, in the 2nd level, in the metro, there were 9 oponnents at the same time on my screen at one moment ! + myself = 10 sprites, add one to that if you want to make the 2 player option available :p

And for your question, i really don't know, depends of the size of your sprites. If you want to use real hardware sprites you can have 8 only at the same time, more if you use copper tricks, but this is hard to do in such a game where all the sprites can be at the same place on moments.

Anakirob 25 April 2011 14:44

Quote:

Originally Posted by Amiga Forever (Post 751344)
The background of Final Fight is Snes version and I have reduce the colours down to 256 colours palette(I dont know if I did the right thing) using Pro motion 6

http://www4.picturepush.com/photo/a/...20/5503982.png
Please let me know if I got the colours palette wrong

As Lord Riton pointed out: If you use all 256 colours for the background, then you'll have no room left in the palette for everything else. If I were you, I'd convert it to a 128, or even 64 colour image.

However, on the Amiga it is possible to use the copper to change the palette mid-display. So each horizontal section can have its own palette. This means you could end up with MORE colours in your backdrop if you were to chop the background into sections (for example) 32 pixels in height, even though you'd be using a much smaller palette.

Oh, and one question. Why the SNES version and not the original arcade version?

Lord Riton 25 April 2011 15:15

You could also just take a lot of screen shots of the arcade game with a max of sprites on the screen, and then compute your colors with all the screenshots you made. That's probably not a 100% accurate method, but it might work well enough in the end :p


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