19 May 2017, 13:41 | #1821 |
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From Invent, I've got Round1 and Two maps made with Tiled. I'm working on reading the new file format. We're working on 64 colors!
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19 May 2017, 13:51 | #1822 |
It's all in the reflexes!
Join Date: Nov 2009
Location: Wingkong warehouses
Posts: 206
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19 May 2017, 21:55 | #1823 |
CaptainM68K-SPS France
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that's awesome !!!
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25 May 2017, 08:15 | #1824 |
AMOS Extensions Developer
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Location: near Cambridge, UK
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It's great to see that this is still coming along nicely.
Keep up the good work |
25 May 2017, 22:11 | #1825 |
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I'm looking forward to the next preview. It will be interesting to see a version using EHB graphics!
It should be possible anyway, the only real question is how to deal with the increased time spent Blitting while having less time available to blit in. But then again, maybe it's as simple as merely limiting the amount of enemies you throw at the player at any one time. |
26 May 2017, 03:21 | #1826 |
pixels
Join Date: May 2014
Location: Australia
Age: 53
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A very quick update.
The attached image shows possibly a sneak peak at palette optimising. The HalfBright version is the optimised image. |
26 May 2017, 03:40 | #1827 |
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It will certainly be an impressive achievement if this game can run at 50fps with 6 bitplanes combined with the sprite reuse for the background.
There must be almost no time left for the CPU after all of that DMA has happened. Can't wait to see how it goes. |
26 May 2017, 10:38 | #1828 |
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I hope we can do it! We'll do some test to see if we can archive this!
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26 May 2017, 10:46 | #1829 |
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26 May 2017, 11:40 | #1830 |
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Location: inside the emulator
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Here's hoping that this HB experiment succeeds. But frankly it would "just" be the icing on a very tasty cake ;P
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27 May 2017, 20:57 | #1831 |
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Location: AmigaLand
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It's like a developper's diary. Interesting to read. Seems I would take more than one evening to read it all.
Edit : Is it an OCS or AGA game ? -> I can't acces the Zone (yet?) to download latest test executable. |
27 May 2017, 21:28 | #1832 |
Registered User
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First page for latest exe : Sandruzzo's google drive link
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27 May 2017, 22:32 | #1833 |
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@Foul : Merci
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27 May 2017, 23:14 | #1834 |
This cat is no more
Join Date: Dec 2004
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Age: 52
Posts: 8,369
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very good! I didn't find the "jump" controls, otherwise, looks very promising.
That's really too bad that US gold did crappy conversions of games with too high specs instead of doing perfect conversions of games that were possible... Maybe it was too late when AGA went around. |
27 May 2017, 23:31 | #1835 |
Banned
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05 June 2017, 23:24 | #1836 |
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Location: AmigaLand
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Freeze at start.
My config : Amiga 500 KS1.3 (real machine) 512Kb Chip, 1,8Mb FakeFast Everything stay static and correct except bobs are corrupted (garbade datas). Edit : Launched from Wb by clicking icon. Same result as Damien : Last edited by LeCaravage; 06 June 2017 at 09:51. Reason: Try image display |
06 June 2017, 01:52 | #1837 | |
CaptainM68K-SPS France
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Quote:
He has disassembled the 68000 arcade code, and made some modifications so that the game can run on Atari STE. Until now, the result is excellent. The machine target is a 4mb of ram STE. He has found a very good 16 colors palette for the game. The main problem with CPS games U.S.gold has converted, is the amount of ram needed. I'm sure that SF2 original code could be too patched and running on A1200 from the original arcade assets and program code. |
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06 June 2017, 12:07 | #1838 | ||
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Join Date: Jun 2016
Location: UK
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Quote:
http://icamtech.net.atarilegend.com/...?f=26&p=319613 Palettes were always a major problem with CPS and games, and even later 16 bit ports. At least on the Amiga you have the copper and sprites to give you some extra options. I'm always amazed at how good games using dual playfield can look when a skilled artist is involved. Quote:
Also 6 buttons :-) |
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06 June 2017, 14:32 | #1839 |
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Location: Italy/Rome
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What about ElfMania? They did an incredible job!. On 1200 we should have somenthing like that with SSF2
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06 June 2017, 18:06 | #1840 | |
CaptainM68K-SPS France
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Quote:
Imagine, 1mb of code ! Only games like Ambermoon from Thalion had such big programs. a big amiga game most of the time has a program of 350kb. Next, the arcade code is doing thing in a way that an amiga is normally not doing. |
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