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Old 04 February 2014, 08:35   #241
Coagulus
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That scrolling looks great. Keep it up!
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Old 18 February 2014, 15:02   #242
Gzegzolka
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Seen it, play it There's lot of stuff to do, but I hope You will made it Amiga desrve good Final Fight game.
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Old 28 July 2014, 14:58   #243
SteveUK
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is this game still in development? hope so
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Old 28 July 2014, 16:23   #244
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Yes mate! And thank you for asking!
There will be another 'in house' demo going soon. The main engine is much improved and dare I say about 90% complete. I'm just about at the point where I can start throwing stuff in there.
Object code placement is much improved as well as the memory handling for the characters. There is enough room for 6-7 different types of goon at once. AI handling has been improve at a basic level (it behaves much more like the arcade IMO). However it totally lacks any differentiation among the different types (no unique AI as yet) and collision detection with the player is currently off. No doubt it will be some time before it's all running fast & smoothly again.
Copper colours for stages 1.3 and 2.1 are in. Right now I'm working on stage 2.1, then through again to Sodom and and stage 3.1 and I'm out of gfx! Hopefully by then someone will come to my rescue again.
Right now it's all about getting some stages in there and their unique features while keeping the BB code small and re-usable as possible.
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Old 28 July 2014, 16:31   #245
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Lovely news! I remember trying the demo back in September/October and I was really impressed by it.

Can't wait to try the new demo
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Old 29 July 2014, 02:44   #246
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I'm truly impressed! Sure there would be quite some work ahead, and I so much wish I was skilled in 68k coding to help out.

But what I really really appreciate here is the desire to be faithful in terms of game mechanics, moves, a credible enemy AI. Had the old A500 port had these back then, I would have well gone over its palette choice and whatnot.
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Old 31 July 2014, 20:18   #247
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Awesome! This is great news! I was worried it may have got stuck in limbo... it was a shame that the port of final fight back in the day was poor. Especially compared to the awesome MegaCD one. The CD32 could of done with your AGA version back in the day!
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Old 31 July 2014, 21:30   #248
turrican3
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Originally Posted by leathered View Post
Hopefully by then someone will come to my rescue again.
Right now it's all about getting some stages in there and their unique features while keeping the BB code small and re-usable as possible.
I'll try to speed up !
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Old 25 September 2014, 00:31   #249
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I will finish it off soon
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Old 25 September 2014, 13:31   #250
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Right now it's all about getting some stages in there and their unique features while keeping the BB code small and re-usable as possible.
Does this mean that it has potential to become, beside excellent remake, Amiga's BOR also?
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Old 25 September 2014, 14:27   #251
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It has been said in other post, that it will have a nice soundtrack also...
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Old 25 September 2014, 14:55   #252
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Cant wait to put my hands on this remake
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Old 25 September 2014, 15:12   #253
dlfrsilver
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Quote:
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I will finish it off soon
it won't run on CD32, the memory required is way too high for that.
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Old 25 September 2014, 15:34   #254
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it won't run on CD32, the memory required is way too high for that.
what about the 8MB CD32 version? (For SX1 / SX32 / and the new Hermes Expansion)

Would it run on 020 + 8MB?

Let me know, hope so! Cheers
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Old 25 September 2014, 16:31   #255
turrican3
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what about the 8MB CD32 version? (For SX1 / SX32 / and the new Hermes Expansion)

Would it run on 020 + 8MB?

Let me know, hope so! Cheers
Yes, it should work with 8 Mb of fast.
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Old 25 September 2014, 23:49   #256
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I will finish it off soon
That is awesome! Well, talk about pressure

Quote:
Originally Posted by Cobe View Post
Does this mean that it has potential to become, beside excellent remake, Amiga's BOR also?
I would love that - I suppose if all fails then it could be made to resemble BOR to some degree of functionality. Maybe if I tried that it would help me get my head around the AI


The memory used is about 1.7mb chip + around 250kb of fast (purely for the music). I don't foresee there being any need for more fast memory. I reckon it will need to be booted from CLI for everybody in the end even though I can start it from my Workbench at the moment.

So any AGA Amiga with fast expansion should be fine. I'm not sure about CD32, is the data for the game read from the CD? (Edit: ok that's painfully obvious) For CD32 it obviously deserves cdda music. I have no experience with this which does not mean it can't happen but I would certainly need help - when (and we must still say if) that point ever comes.

I'm grilling my head over the game's AI every chance I get which is not so often right now. When I'm satisfied there's actually a lot of new material to put in.

Anyway, thanks for all the support as it certainly helps!

Last edited by leathered; 30 September 2014 at 16:37.
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Old 26 September 2014, 02:20   #257
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Im definately gonna give this a crack on my a1200 when it is done.
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Old 26 September 2014, 11:40   #258
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Keep up the good work, we appreciate it!
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Old 27 September 2014, 04:40   #259
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It was a shame that the port of final fight back in the day was poor.
It was actually a pretty decent conversion. Yes, it sucked compared to the arcade game, but it was always going to. The CPS1 hardware is a million times better than the Amiga.
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Old 27 September 2014, 13:31   #260
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well, the main problem is not that the CPS-1 is better, the main problem was that R. Aplin got no help from any talented graphist. A coin-op conv weak point are the graphics. Those must be reworked to be the best as possible.

The FF game code was quite brill on amiga, with neat ideas in it.
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