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#21 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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My estimate is that the background gfx, hardwares sprites & copper list needed for the background playfield will take approx 40k to 45k in total
The front playfield for the characters needs to be double buffered, and will take 36k If we set aside a generous 100k for music and sound effects (this is one project where PreTracker might come in handy) We have then OVER 300k of chip memory left, and of course 512k of extra (slow/chip/fast) memory too (code won't take up a huge amount of space). I'd say in total we will have around 700k to 750k available for character data I've probably forgotten to include a few bits and bobs... but should be fine for memory |
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#22 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Comparison now:
OCS Mock Up vs. SNES Screen Grab ![]() |
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#23 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
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#24 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
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#25 |
Dream Merchant
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
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#26 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
![]() There *might* be a way to use some hardware sprites up there for the scoreboard, but not sure yet, need to think about that.. might be possible though Last edited by DanScott; 06 February 2021 at 20:09. |
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#27 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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looks amazing.
If you have a template of the background asm file and want to pass that work of to someone else I might be able to help with that. |
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#28 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
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Sorry - may be being thick here but wouldn't you just change the colour of the palette entyr for the few lines of the power bar and then back again? I ask as in my Space Invaders I do the overlay using a copper change on colour 2 but am fighting some strange effects!
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#29 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
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#30 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
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#31 |
Registered User
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,045
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Everything else is fine, but the fact that their clothes are the same colour. Is there no way around it?
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#32 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
![]() There are 7 colours available for ALL characters, and to be fair, I don't think the characters look too bad in that restricted palette. |
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#33 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Quote:
The big problem with this is that characer assets need to keep using the same color slots, and each character will be using most (if not all) colors available, so it's not like you can take one color and change it to something completely different (f.e. a negative hue or different brighness). But still you could tweak and experiment for better results than just using the same generic palette in every fight. |
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#34 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,795
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Quote:
Add/edit: Dan explained it already.. ![]() |
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#35 | |
Registered User
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,045
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Quote:
When you're actually playing a game like SF, your eyes are mostly on the characters. So having them wear the same colour is a bit jarring, especially seeing as they're opponents. Alas, if that's the cost of 50 fps fluid gameplay, so be it ![]() |
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#36 |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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Other than that great work overal @Dan
![]() One suggestion if I may: The back building could be part of the second playfield instead of being a sprite. That would free sprites to be used for the clouds (obviously different and tweaked from the SNES ones to be usable as sprites). Questions in this case are: a) Can you still horizontally parallax the back building then? b) Would you consider to vertically parallax the building as well, i.e. when the characters jump? |
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#37 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
As it is using sprites it can have it's own palette. I think that clouds could still also be added above the building, and be static / very slow moving b) yes to this too, i did think about this, but the the SNES doesn't seem to do any vertical parallax, and not sure the coin op does either.. but for a different game that is "inspired" by SF2 (that's the overall plan) it could be done for sure with careful planning and consideration for an already complicated copperlist ![]() Just to confirm, this has all just been put together layering gfx in Photoshop, and I haven't put any code down yet (but I do have a pretty good grasp on the OCS hardware, so what you see in the pics should easily be achievable) |
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#38 | |
Jackie Chan
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 1,001
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Quote:
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#39 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Quote:
[ Show youtube player ] |
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#40 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
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