04 September 2018, 15:59 | #21 |
namm namm AMIGA
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What Glen M said
The Amiga got alot of bad ports from Arcade, Atari ST and so. (but also good ones, a few at least ) The best Amiga games where the exclusive games or games that really used the Amiga, or at least had some developer that did it at least how good they could with what they had. (Time,Resources,Talent,Passion, ect..) There where a few reasons for that but i getting off track here. Lets stay on topic Last edited by Nibbler; 04 September 2018 at 16:11. |
04 September 2018, 17:35 | #22 |
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I'd guess my answer here would have to be 'it all depends what qualifies as good'.
If we're targetting a basic A1200/CD32 and if a 25FPS port is acceptable (i.e. no frameskip, but game logic natively running at half frame rate) and some graphical downgrades are acceptable (i.e. characters not exceeding 16 colours per character and the entire level+animations+two characters fits inside of 2MB) a much nicer Amiga version might be possible. The way I'd see the graphics here work would be to have one character using AGA 32 or 64 pixel wide sprites and one using the blitter). This effectively removes half of the strain of drawing the characters, which is the real performance killer. It might even be possible to get this kind of configuration running at 50Hz. However, there is a cost here: the characters would be downgraded to a maximum of 16 colours each. Memory is the next big challenge, as dlfrsilver rightly points out the enormous number of frames for each fighter (2x160 frames@128x128x4 is still 1.25MB of RAM!). This might be partially alleviated by using tiled animation of the characters, but that can get complicated and also takes up valuable blitter time. It would definitely be a challenge, but maybe - just maybe - writing this game to be more Amiga specific could help. |
04 September 2018, 17:53 | #23 |
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Well the SF2 New Challengers got it right for the Amiga as in getting a playable game out there, sure it looks the worst out of them, but at least unlike the other teams thought from the get go what they can and cant archieve, and with a CD32 pad its a decent playable game, just play it in secret and you will enjoy it, just dont go showing any console owners!
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04 September 2018, 18:07 | #24 | |
namm namm AMIGA
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Quote:
Exactly It plays really well and feels like it should BUT MAN... those looks Well, looks aren´t everything, so i could not agree more with Amigajay |
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04 September 2018, 20:22 | #25 | |
The Big White Cat
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Quote:
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04 September 2018, 20:32 | #26 |
CaptainM68K-SPS France
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The X68000 opens 2 screens with 256 colors each just for the fore and background.
each sprites use 16 colors, with 16 colors for ryu's fireball (either blue or yellow). |
04 September 2018, 21:26 | #27 |
The Big White Cat
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I've found this interesting thread on the project CARE subforum about X68000 port to amiga :
http://eab.abime.net/showthread.php?t=67440 It would be great if SSF2 X68k could be disassembled ! |
23 May 2022, 11:52 | #28 |
The Big White Cat
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As it was a port from the PC 60fps engine, could a WHDLOAD NTSC patch for this game , if it can be done, can help a bit with animation frames or this is not related at all ?
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03 June 2022, 23:47 | #29 |
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Until someone doesnt recreate Alice in fpga with immediate blitter switch even 060 cant help us.
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04 June 2022, 05:21 | #30 |
CaptainM68K-SPS France
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04 June 2022, 15:46 | #31 |
Phone Homer
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05 June 2022, 00:30 | #32 |
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05 June 2022, 00:44 | #33 |
Phone Homer
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Really, because the game appears to be missing many frames.
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05 June 2022, 08:30 | #34 | |
CaptainM68K-SPS France
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Quote:
That's the main problem. A 1200 with 32mb fast + 68030 is more than enough to run SSF2. |
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05 June 2022, 13:34 | #35 |
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ok, they don't remove frame limiter, but the game lacks animation frames of every characters and many animation frames about "SUPER" combo. You can play at 60 fps, but missing important animation frames it has horrible gameplay.
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05 June 2022, 14:43 | #36 |
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Someone should check it again with immediate blitter and visual debugger. I did it few years ago.
And I dont remember that game lacks animation frames but I could've forgot. Also I think the game is actually blitting everything on the screen so thats the reason why faster cpu doesnt help. |
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