07 May 2024, 08:25 | #21 | |
Ex nihilo nihil
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On stock Amiga, new games/projects like Hamulet, Grind, Outrun AGA, Metro siege, etc. are some of the best to prove how most (fortunately not all) of the gaming industry BitD was misconsidering the Amiga and not takincg advantage of the material they had under their hands. Therefore I would better prefer continuing exploring the 'stock' hardware at disposal instead of taking the PC path which consist of requiring more powerful hardware without thinking about a different coding approach. At the end we ate talking about a hobby |
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07 May 2024, 08:42 | #22 |
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Since stock A500 is only 512Kb there is quite some games that recquires expanded Amiga to work.
I believe that SF2 on the Amiga only recquires 512Kb. Could it have been better if they had targeted 1Mb machines like MK, Elfmania or Shadow Fighter ? Probably but I don't know to what extent. Last edited by sokolovic; 07 May 2024 at 09:57. |
07 May 2024, 08:58 | #23 | |
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07 May 2024, 09:01 | #24 | |
CaptainM68K-SPS France
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All those things were absent or very poor in the euro softwares. |
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07 May 2024, 13:02 | #25 |
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Honestly since I had played arcade SF2, SF2 on Amiga, shadow fighter, fighting spirit, etc. did not amuse me. There was something always missing. SSF2T on AGA was good in static graphics but terrible in animation and frame skipping. There was a game called Brutals Paws of Fury, this was somewhat entertaining.
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07 May 2024, 14:15 | #26 | ||
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You asked what would be the best SF2 port for OCS, and I gave you Shadow Fighter as an example where I think they put OCS to the limit... additionally I linked Mortal Kombat 2. I highly doubt that port of SF2 on OCS could be done without many compromises. There is actually Super Street Fighter II: The New Challengers port for OCS, that does amazing job, if you ignore, not so good graphics conversion. Quote:
I love Brutals Paws of Fury |
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07 May 2024, 15:37 | #27 | |
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07 May 2024, 16:15 | #28 |
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I'm confused. Has there been a SFII conversion to the Amiga or not?
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07 May 2024, 16:30 | #29 |
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Only the originals back in the days
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07 May 2024, 18:07 | #30 |
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Apparently they used Richard Alphin graphics ripper for the PC and Amiga versions. You have to wonder if it was just some reworked Final Fight code
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07 May 2024, 18:41 | #31 | |
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Then some other tools like Debabelizer came later... |
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07 May 2024, 19:37 | #32 |
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Around 20 people working on SNES SF2 or Megadrive version.
Probably 3 people on the Amiga/Atari ST one. Don't look further. |
07 May 2024, 20:45 | #33 |
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07 May 2024, 21:29 | #34 |
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@sokolovic : my 'stock' A2000 was 1MB but you are right for A500.
@dreadnought: I mostly believe the PC had the "chance" to have a different CPU/architecture than the ST and thus it forced coders to better look at the hardware instead of copy-pasting an existing code as many did to reduce production costs. They should have looked at the Amiga as a computer by itself to target the market. But we are not going to rewrite the history... |
07 May 2024, 22:36 | #35 |
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I'm fairly sure Amiga SFII did need one megabyte (512 Chip + 512 other - same as Shadow Fighter / Elfmania / both MKs / Fighting Spirit AFAIK). I've always perceived it to have been an incredibly late ST port, the main coder was primarily an ST guy (sadly, giving such a big project to an inexperienced coder with little support and a tight deadline was all too common for Amiga coin-op conversions). However, Amiga Power's review specifically mentions 32 colour graphics, and I think the Amiga version came out before the ST one, so it may not have purely been a straight port.
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08 May 2024, 00:29 | #36 | |
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08 May 2024, 02:07 | #37 |
CaptainM68K-SPS France
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08 May 2024, 02:08 | #38 |
CaptainM68K-SPS France
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08 May 2024, 10:30 | #39 | |
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In fact - https://www.mobygames.com/game/6239/...6/cover-55803/ |
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08 May 2024, 11:03 | #40 | |
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Probably only one person worked on it, like Final Fight version for Amiga and ST, that was programmed by a single guy, in a tight deadline |
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