English Amiga Board


Go Back   English Amiga Board > Main > Amiga scene

 
 
Thread Tools
Old 06 February 2021, 18:23   #21
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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
DanScott is offline  
Old 06 February 2021, 18:49   #22
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
Comparison now:

OCS Mock Up vs. SNES Screen Grab

DanScott is offline  
Old 06 February 2021, 19:27   #23
Galahad/FLT
Going nowhere
 
Galahad/FLT's Avatar
 
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,016
Quote:
Originally Posted by DanScott View Post
Comparison now:

OCS Mock Up vs. SNES Screen Grab

I think if the OCS version was remotely close to that and had the speed of Elfmania, the Amiga could have been dealt a pretty decent version.
Galahad/FLT is offline  
Old 06 February 2021, 19:56   #24
Havie
Registered User
 
Havie's Avatar
 
Join Date: Mar 2012
Location: UK
Posts: 1,895
Quote:
Originally Posted by Galahad/FLT View Post
I think if the OCS version was remotely close to that and had the speed of Elfmania, the Amiga could have been dealt a pretty decent version.
Wow - looks good and you could probably use the copper to bring the yellow back into the score section too!
Havie is offline  
Old 06 February 2021, 20:01   #25
skan
Dream Merchant
 
skan's Avatar
 
Join Date: Sep 2007
Location: Dreamlands
Posts: 530
Quote:
Originally Posted by Galahad/FLT View Post
I think if the OCS version was remotely close to that and had the speed of Elfmania, the Amiga could have been dealt a pretty decent version.
Indeed!

Awesome work so far, kudos!
skan is offline  
Old 06 February 2021, 20:02   #26
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
Quote:
Originally Posted by Havie View Post
Wow - looks good and you could probably use the copper to bring the yellow back into the score section too!
If you want the characters to change colour too

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.
DanScott is offline  
Old 06 February 2021, 20:15   #27
redblade
Zone Friend
 
redblade's Avatar
 
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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.
redblade is offline  
Old 06 February 2021, 20:20   #28
Havie
Registered User
 
Havie's Avatar
 
Join Date: Mar 2012
Location: UK
Posts: 1,895
Quote:
Originally Posted by DanScott View Post
If you want the characters to change colour too

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
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!
Havie is offline  
Old 06 February 2021, 20:23   #29
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
Quote:
Originally Posted by redblade View Post
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.
I'll probably be writing an exporter, that takes everything, and spits out a data file for constructing the copper list etc.. so it will become a somewhat automated process
DanScott is offline  
Old 06 February 2021, 20:25   #30
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
Quote:
Originally Posted by Havie View Post
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!
The score bar will be on the same playfield as the characters, and the characters can be drawn into that area too, so if the copper changes the colour to the more yellow/orangey shades (which it can do), the characters will also change colour on those scan lines too.... although, it "may" not actually look to bad if they are moving quite fast in that area. Definitely something to consider
DanScott is offline  
Old 06 February 2021, 20:27   #31
dreadnought
Registered User
 
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,045
Everything else is fine, but the fact that their clothes are the same colour. Is there no way around it?
dreadnought is offline  
Old 06 February 2021, 20:31   #32
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
Quote:
Originally Posted by dreadnought View Post
Everything else is fine, but the fact that their clothes are the same colour. Is there no way around it?
Not if you want a game that plays like the snes version at 50fps

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.
DanScott is offline  
Old 06 February 2021, 20:56   #33
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,056
Quote:
Originally Posted by dreadnought View Post
Everything else is fine, but the fact that their clothes are the same colour. Is there no way around it?
Characters are part of the second playfield so they need to share the same 7 color palette. Having said that there *might* be a way to squeeze some extra color out of this. The characters palette was chosen with all of them in mind, however you only see two per fight, so it could be possible to use a different palette based on the 2 characters chosen.

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.
Tsak is online now  
Old 06 February 2021, 21:04   #34
Tigerskunk
Inviyya Dude!
 
Tigerskunk's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,795
Quote:
Originally Posted by Havie View Post
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!
The characters are able to jump into the screen area where the energy bars are.

Add/edit: Dan explained it already.. ( should press refresh page before posting)
Tigerskunk is offline  
Old 06 February 2021, 21:15   #35
dreadnought
Registered User
 
Join Date: Dec 2019
Location: Ur, Atlantis
Posts: 2,045
Quote:
Originally Posted by Tsak View Post
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.
I'm sure you guys did consider it, just mentioned this as a layman-gamer. So, I guess, you can't make Ryu's belt purple, and his clothes black? (I guess this about sums up my ideas about this coding sorcery).

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
dreadnought is offline  
Old 06 February 2021, 21:20   #36
Tsak
Pixelglass/Reimagine
 
Tsak's Avatar
 
Join Date: Jun 2012
Location: Athens
Posts: 1,056
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?
Tsak is online now  
Old 06 February 2021, 21:24   #37
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
Quote:
Originally Posted by Tsak View Post
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?
a) yes, you could... as long as there was some space either side, you could quite easily shift it left and right, however it would then also be needing colours from the back playfield.
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)
DanScott is offline  
Old 06 February 2021, 21:36   #38
Adrian Browne
Jackie Chan
 
Join Date: Mar 2012
Location: Ireland
Age: 46
Posts: 1,001
Quote:
Originally Posted by DanScott View Post
a) yes, you could... as long as there was some space either side, you could quite easily shift it left and right, however it would then also be needing colours from the back playfield.
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)
Fascinating. I honestly thought the a500 was incapable of producing a snes like conversion in the play-ability department. Good idea to make an original game as its probably more interesting to you as a project and for us too of course. Elfmania is the only beat em up game that springs to mind as being a somewhat otherworldly accomplishment from a technical point of view. God knows how they did what they did.
Adrian Browne is offline  
Old 06 February 2021, 21:59   #39
touko
Registered User
 
touko's Avatar
 
Join Date: Dec 2017
Location: france
Posts: 197
Quote:
b) yes to this too, i did think about this, but the the SNES doesn't seem to do any vertical parallax
The snes can move each tile by an offset, so technicaly, it can,you can see it in aladdin, the snake level use this feature .
[ Show youtube player ]
touko is offline  
Old 06 February 2021, 22:01   #40
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
Quote:
Originally Posted by touko View Post
The snes can move each tile by an offset, so technicaly, it can,you can see it in aladdin, the snake level use this feature .
[ Show youtube player ]
I know the SNE can do that Discussion here is about SF2, and it doesn't do vertical parallax on these SF2 backgrounds as far as I can tell (looked at quite a few now)
DanScott is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Street Fighter II - Unknown disk version! BarryB project.WHDLoad 60 18 April 2023 16:30
wtb-street fighter 2 speccy version JACK98 MarketPlace 0 18 June 2010 22:08
Super Street Fighter 2 - wrong palette in final version! viddi support.Games 43 31 October 2008 19:45
Street Fighter II WHDLOAD-version? retrogamer request.Old Rare Games 5 09 January 2007 16:41
Super Street Fighter 2; US GOLD CD32 version Deaths_Head Retrogaming General Discussion 6 15 February 2006 20:54

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 06:57.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.10164 seconds with 13 queries