06 January 2024, 19:27 | #261 |
Total Chaos forever!
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Gameplay somewhat true to the arcade...
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06 January 2024, 21:08 | #262 | |
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I'd rather have smaller screen and characters, but much closer gameplay, then that official port. Sad thing is that even Richard's port could be probably modified, to resemble much more arcade feel, but Richard himself was not very much into this game, and he had insanilly short deadline of 6 months. This port trying to fix most important aspect - gameplay, and I can tell, by only watching that clip that gameplay is now spot on. There is probably lots of other improvements, but Brick Nash can elaborate in more details if he wants. |
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07 January 2024, 06:46 | #263 |
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The parallax effect seems missing, pity :-/
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07 January 2024, 10:47 | #264 | |
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Stock A600 with 1MB expansion seems a very low ask for such a smooth port. Well done! Can't wait to see this and play it on my 1084s CRT! |
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07 January 2024, 23:28 | #265 |
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Pity it didn't use 256 colors, and have much larger characters, and more enemies on screen then arcade.
Pity it doesn't run on first A1000 with 256 kb chip Ram. Pity the first Amiga in 1985 wasn't twice powerful as Sharp 68k, and cost as a bag of snacks. ...on a serious note... Paralax is just additional layer of "make up", that has nothing to do with gameplay, and it's pretty damn expensive, especially in the complex games like this. Only if you build a game around Amiga chipset (like Metro Siege does), you can have a luxury to add it. In a port like this, perhaps, even Aga would struggle with it. |
07 January 2024, 23:34 | #266 | |
Gets there in the end...
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Quote:
But I do agree in getting it working correctly and only add fluff once that's sorted. |
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07 January 2024, 23:56 | #267 | |
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Never played demo from our, too early lost Amiga brother Letherhead, but I know the story about it, and I've seen it on Youtube, and it relly looks great. However, if I was to develop this game, and it was finished, and if I was looking a ways to enchance it, rather then adding paralax, I'd look if I can possibly fit in 1MB Chip Ram, because that would include much more stock Amiga configurations... ... or even, exapanded Amigas... Imagine this bro...I have A500 with Aca 500+ (so, 1MB Chip, 7 Fast Ram, plus 68000 proc that can run up to 42Mhz), and I still can't play it. So...I am all into FF conversions to be either on the very low side (lowest possible Amiga), or very high (Aga, 030, and tons of Ram). On the first one, I wouldnt expect paralax in any case. |
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08 January 2024, 13:23 | #268 |
Phone Homer
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How did Richard Aplin get so many large Bobs on screen? and if I'm correct the large objects/characters were actually made up of smaller Bobs, so lots of Bobs on screen.
I know there are slow downs but it's still impressive. Nothing really comes close. A 15% reduction in characters size probably would of helped. Last edited by Retro1234; 08 January 2024 at 13:28. |
08 January 2024, 22:56 | #269 |
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Too bad Leathered passed away so young. I read the sad story in the thread. What happened to that AGA FF port after? Did anybody take it further?
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09 January 2024, 00:14 | #270 | |
CaptainM68K-SPS France
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Quote:
For Final Fight AGA, i have crawled inside the arcade game program to get EACH sprite frames metadata for some sprites (Haggar, Edi.e, Damnd). Damnd was 475kb in IFF with something like 45-60 frames for example. Haggar use between 60-80 frames. |
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10 January 2024, 14:37 | #271 |
Phone Homer
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Probably be a good idea/respectful to give him a mention in any future ports.
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10 January 2024, 23:56 | #272 | |
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Quote:
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11 January 2024, 08:30 | #273 |
This cat is no more
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Even SNES legendary version of Street Fighter 2 features smaller graphics, but noone seemed to care as the original sprites were huge, so reducing them a littlle kept the visuals good enough, and the animation did the rest.
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11 January 2024, 14:20 | #274 |
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11 January 2024, 14:25 | #275 |
Senior Member
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Location: Germany
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He is right.
Amiga: https://www.mobygames.com/game/5088/...s/amiga/55628/ Arcade: https://www.mobygames.com/game/5088/...arcade/652689/ Looks like the same size to me. |
11 January 2024, 21:37 | #276 |
Zone Friend
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Final Fight/SF2 sprites are massive and screen resolution is 384x224, that is massive.
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11 January 2024, 21:49 | #277 |
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Instead of using the SNES sprites, they used the arcade ones (I understand that Capcom did not share the SNES graphics to Creative Materials) because resizing the graphics needed an extra job that they probably don't had the time and budget to do it.
Final Fight and Street Fighter II could work much better with SNES graphics. So, I suggest to use SNES sprites for any of the remakes for OCS machines. |
11 January 2024, 22:00 | #278 |
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You also need to sacrifice some animation frames, you know that right?
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26 January 2024, 22:31 | #279 |
Prototron
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Location: Glasgow, Scotland
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So, I think I've taken this project as far as I'd like, and it's time to set it loose. I'll maybe come back at some point in the future and do one revision to tidy up some under the hood stuff I wasn't happy with, but for now I'm done. As a learning project it's been equal parts fun and frustrating, but after three years I need to step away.
There's a few things I'd like folk to consider before downloading though (most of these are in the included README file, but are worth repeating anyway):
I may do a "Making of" video depending on how well it's received , but if folk think it's crap (which is fine) then I'll just let it be. The two disk images can be downloaded from my Google Drive, and you can get the link from either clicking below or from the description of the YouTube playthroughs if you want to watch them first. I'm off for a very long sleep. Enjoy! Google Drive: https://drive.google.com/drive/folde...usp=drive_link YouTube Playthroughs: https://www.youtube.com/@prototrongames/videos |
26 January 2024, 22:42 | #280 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
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If you did left the music changeable from users would love to see someone use my two channel mods, that are sitting unused due to the port were intended to be used canceled -_-
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