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Old 13 June 2024, 22:27   #661
BigD
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OK, a 11th June update has been uploaded! Here goes!
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Old 13 June 2024, 22:40   #662
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Hmm...it looks like only the instructions text file has changed! What's the point?
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Old Yesterday, 23:31   #663
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I’ve been captivated by Prototron’s incredible reworking of Final Fight for the Amiga. This enhanced version is impressively fast, achieving a level of performance I didn’t think possible on a standard A500/A600.

Initially, I felt it could get even closer to the arcade version with a refined palette. I naively commented on Indie Retro Gamer about these potential improvements without understanding the development limitations. After reading the insightful blog, "Final Fight Enhanced: The Extended Interview," I gained a deeper appreciation for the challenges involved.

Inspired by this, I thought I'd give it a go.

https://www.behance.net/gallery/2001...r-Final-Fight?

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Old Yesterday, 23:43   #664
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Very very nice Sir! You can be on my development team anyday!
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Old Today, 00:23   #665
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This looks... fantastic!

Oh boy... one can only dream.
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Old Today, 01:09   #666
Marcio D.
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Quote:
Originally Posted by JonnySevern View Post
Initially, I felt it could get even closer to the arcade version with a refined palette. I naively commented on Indie Retro Gamer about these potential improvements without understanding the development limitations. After reading the insightful blog, "Final Fight Enhanced: The Extended Interview," I gained a deeper appreciation for the challenges involved.

Inspired by this, I thought I'd give it a go.

https://www.behance.net/gallery/2001...r-Final-Fight?



Wow, that's excellent work. This is what the FFE project needs - someone who truly understands colour and how best to implement it. It's amazing how much you can achieve with just 16 colours onscreen. Gone is the hideous overuse of garish-blue and white. Your colour choices evoke an urban grittiness that perfectly suits the subject matter of Final Fight.


I get the sense that Brick Nash won't be considering your ideas anytime soon, sadly. I think he's married to the 1991 palette for now, and therefore is only interested in dealing with what he views were the 1991 deficiencies - controls, movement, etc.


Who knows... maybe in time he'll change his views. Took 33 years for us to get FFE. Would be a shame to wait another 30+ years to get a version with FFE qualities and a better palette. Many more of us Amiga fans will literally be gone by then.
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Old Today, 05:08   #667
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Oh wow, this really looks great!
Definitely a massive improvement over the original.

Only detail that sticks to me is the aggressive dither on the floor of the first level. The amiga version there feels slightly better (though the texturing is still sub par compared to your version).

Also note the upper HUD area can have its own 16 color palette, so that could bring a little more accuracy and extra colors to the mix
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Old Today, 08:04   #668
Marcio D.
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@JonnySevern

Very very nice Sir! You can be on my development team anyday!


Awesome... so when are you starting work on that Amiga port of Streets of Rage?
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Old Today, 08:33   #669
malko
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Originally Posted by JonnySevern View Post
I’ve been captivated by Prototron’s incredible reworking of Final Fight for the Amiga. This enhanced version is impressively fast, achieving a level of performance I didn’t think possible on a standard A500/A600.

Initially, I felt it could get even closer to the arcade version with a refined palette. I naively commented on Indie Retro Gamer about these potential improvements without understanding the development limitations. After reading the insightful blog, "Final Fight Enhanced: The Extended Interview," I gained a deeper appreciation for the challenges involved.

Inspired by this, I thought I'd give it a go.

https://www.behance.net/gallery/2001...r-Final-Fight?

[...]
Thanks for the blog and your positioning on this. Great work
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Old Today, 08:44   #670
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Magnificent proof of concept!
Thanks for sharing
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Old Today, 13:46   #671
JonnySevern
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Originally Posted by Tsak View Post
@JonnySevern

Oh wow, this really looks great!
Definitely a massive improvement over the original.

Only detail that sticks to me is the aggressive dither on the floor of the first level. The amiga version there feels slightly better (though the texturing is still sub par compared to your version).

Also note the upper HUD area can have its own 16 color palette, so that could bring a little more accuracy and extra colors to the mix
Interesting. I considered using additional colours for the HUD, but I was trying to keep things simple. I guess you could also use copper to change the background colours, giving you more options for the floor and other elements. Here, I've just changed one of the dynamic background colours to improve the floor

Last edited by JonnySevern; Today at 13:57.
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Old Today, 13:56   #672
JonnySevern
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When I started playing around, I initially created a 32-colour version. I think an A1200 version could look pretty close to the arcade.
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Old Today, 14:23   #673
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Oh damn! Yeah, a 32 color version would work wonders on the Amiga 1200
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