04 February 2021, 17:44 | #301 | |
Lemon. / Core Design
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I tried this last night, but I think I used the wrong scale, so the characters looked too small Yeah, it looks pretty awesome!!! Remove the orange lantern (to give more colours for the background, and confuse the conversion tool a lot less ) and put the lantern overlaid as hardware sprites, and it will look even better!! especially when moving Lantern could use all sprites attached... or could even just use 4 x 4 colour sprites (and use the other sprites for that purple door thing on the left perhaps) |
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04 February 2021, 17:51 | #302 |
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btw, if screen size was reduced to 288 pixels wide, I believe there could be 19 or 20 hardwarre register changes per line achievable.
You'll need 7 or 8 for the palette per line... 1 for scroll register, 1 for modulo.... hmm.. could even then have enough to do palette per line for the hardware sprites |
04 February 2021, 18:32 | #303 |
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Using Master484 image, I've tried to do it in Photoshop.
8 colors (7 + that green transparent). When I scrambled through the options I noticed, particularly difficult was Cammy and Ryu.. they just love to go almost desaturated bland colors. I guess other have more contrast, or more saturation in original. Maybe modfying these 2 in original, and then converting could help. |
04 February 2021, 19:18 | #304 |
J.M.D - Bedroom Musician
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The 7 color palette above ASSUME we want to keep same colors for all player fights; wonder if we can calculate custom palettes for each match and assign those there so to increase fidelity [and btw that was already mentioned in the video, albeit for 16 color palette]
[sciencefiction] i might even go further and assume we could control copper to color each fighter differently - there will be clash spectrum style when they overlay due to the 8 pixel copper step,though; I did propose that for Street of Rage ECS and was told not enough DMA; however here we have two fighters only (but a copperized background) [/sciencefiction] Last edited by saimon69; 04 February 2021 at 19:46. |
04 February 2021, 19:20 | #305 |
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So I had a bit play around with some stuff.
I converted one of the frames of Ryu into a 80x128 matrix and pumped it through promotion into a tile map, you'll see in the screen shot it took up 17 tiles. I then wrote a bit of code that would be able to flip the tiles left or right and estimate pumping them into hardware sprites. This takes up around 62 scan lines with only chip ram enabled on stock A1200 config. So probably not the place to dump code but it seems anything goes in this thread: Code:
ENTRY: lea $dff000,a5 move.w #$7fff,DMACON(a5) move.w #$7fff,INTREQ(a5) move.w #$7fff,INTENA(a5) move.w #0,FMODE(a5) move.w #8380,DMACON(a5) ; BPLEN+COPEN only .f: COL0_BLACK .t: move.l $dff004,d0 and.l #$1ff00,d0 cmp.l #50<<8,d0 bne.b .t COL0_PURPLE lea SOURCE,a0 lea DEST,a1 lea TILEDATA,a2 lea SPRITEBUF,a3 moveq #31,d0 ; 32 tiles ; reverse 64 words = 1x16x16 4 bitplane tile into chip ram buffer .lp: rept 8 movem.l (a2)+,d4-d7 move.w (a0,d4*2),(a3) swap d4 move.w (a0,d4*2),2(a3) move.w (a0,d5*2),4(a3) swap d5 move.w (a0,d5*2),6(a3) move.w (a0,d6*2),8(a3) swap d5 move.w (a0,d6*2),10(a3) move.w (a0,d7*2),12(a3) swap d5 move.w (a0,d7*2),14(a3) endr dbf d0,.lp COL0_BLACK bra .f Big big job though to convert all them frames. |
04 February 2021, 19:22 | #306 |
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04 February 2021, 19:25 | #307 | |
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04 February 2021, 19:30 | #308 |
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04 February 2021, 19:42 | #309 |
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I'm not sure I get it but, even then, wouldn't an adda.w #16,a3 (or adda.l Rx,a3, if you have a spare register) be needed at the end of the block?
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04 February 2021, 19:43 | #310 | |
J.M.D - Bedroom Musician
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If you are looking at arcade looking SF2 in A500 that runs at 50 FPS come back in the future with 20/30 more thread pages and MAYBE some of the hurdles will be solved :P |
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04 February 2021, 19:48 | #311 | |
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I think it’s worth looking at the next step which is a proof of concept code. |
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04 February 2021, 19:52 | #312 |
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don't forget the 50/50 flip
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04 February 2021, 20:40 | #313 |
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04 February 2021, 20:43 | #314 |
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I find d4rk3lf's modified palette more suitable despite the lack of contrast compared to Master484's original
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04 February 2021, 20:50 | #315 |
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04 February 2021, 20:55 | #316 |
Inviyya Dude!
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With the arcade sprites the scene looks even more amazing. Mirror matches will be a problem though with this palette. But they would be anyway on this setup. |
04 February 2021, 20:55 | #317 |
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Same as what happened in the epic Rygar thread trying to port it to OCS.
Won’t happen. AGA.... maybe |
04 February 2021, 21:00 | #318 |
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Just make it AGA but with a limited set of colors to avoid wasting too much blitter bandwidth
Wanting to go all ECS is going to be painful and will look very much like the US Gold version in the end... Rygar was made in 1986 and was hard enough with AGA. Steet Fighter 2 was made in 1993 on a much superior hardware. Let's be realistic A lot of amiga users have a A1200. Others are stuck with thousands of old excellent games. If a AGA version is made, maybe it's possible to downgrade it to ECS with some extra effort. |
04 February 2021, 21:02 | #319 |
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[sciencefiction]
What is the player main color is transparent and the game plots a one bitplane mask with the mirror player color on BEFORE the player bob? Those will be two plots but somehow solve the different color problem [/sciencefiction] [sciencefiction2] What is the player main color is transparent and the game plots a one bitplane part with the mirror player color on AFTER the player bob? Those will be two plots but somehow solve the different color problem [/sciencefiction2] btw those are the two ways that in my code illitterate analysis would explain shadow fighter mirror player different color - a third one could be plot player 1 - change palette - plot player 2 - next raster row plot player1 - change palette - plot player 2 etc... |
04 February 2021, 21:06 | #320 |
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