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#421 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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#422 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,684
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Thanks for clarifications guys.
![]() For me personally, MK2 have a great fluidity, and all. But I am now curios to see, if someone manage to do SF2 in 8 colors characters, and to see what you guys had in mind. So far, I am amazed with looks from Master's characters, and Dan's quick layout tests. |
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#423 | |
Registered User
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,508
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Quote:
Yeah, impressive work. An AGA version with CD32 pad support would have been splendid. (The first Mortal Kombat was announced many times for the CD32 but never released of course. I'm pretty sure it would have been a straight port of the OCS version thought). |
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#424 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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I had no idea that MK-2 ran at 17-25FPS? I was sure it was a 50Hz game. Oh well.
Regarding palettes, I still think it's probably best overall to have a dynamic palette. There's only so many characters that are available so perhaps you could even have one palette designed for every single combination. Of course, that'd be more work but my guess is that this will create a better overall look than a single one-fits-all palette. |
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#425 | |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
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Quote:
I'm guessing that you would need to decide exactly how many shared colours you'd have and then how many dynamic ones - all sounds very tricky!!! |
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#426 | |
Registered User
Join Date: May 2001
Location: ?
Posts: 19,648
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Quote:
Probe were masters at finding the essence and porting it over. |
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#427 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,856
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@Akira
That's true (except for Outrun of course), Golden Axe, MKI+II, Smash TV, T2 etc, all great conversions. |
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#428 |
Registered User
Join Date: Dec 2020
Location: Italy
Posts: 1,945
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#429 |
Registered User
Join Date: Apr 2017
Location: Leamington Spa / Warwickshire
Posts: 532
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Amazing, one game that came quite close was fightin' spirit (1MB A500 as well as A1200 versions are not much different - have you looked at how that was made as it would be interesting to know if they used any similar techniques or new ones that would be of use?
A 2MB Chip A600 might be able to do something good with sf2 then ![]() |
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#430 |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Here you go, laying this one to rest with proof it can be done on Amiga AGA stock at 50 frames.
[ Show youtube player ] Roughly 120 colours with 9 palette swaps on Y Axis only. 2 128x128 hardware sprites at 16 colours Multi-parallax scrolling with animation Chipmem use: 128kb for mirror table 100kb hardware sprite buffers 160kb foreground and background screens 120kb sprite tiles constructing 64 128x128x16 colour sprite frames 50kb program code (using my framework) Resolution is 256x224, using SNES assets around 150 scanlines (probably can be improved. Think I'll have a few beers now. |
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#431 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,809
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shame none of the fighting games have proper sprite rips so we can see how the graphics are stored.
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#432 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,809
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Quote:
![]() is it dual-playfield? sorry to be cheeky ![]() |
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#433 | |
Registered User
Join Date: Sep 2019
Location: Italy
Age: 51
Posts: 302
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Quote:
Great job !!!! ![]() ![]() |
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#434 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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superb colors. And parallax! "just a little demo" from mcgeezer... impressive!
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#435 | |
Registered User
Join Date: Oct 2017
Location: Sunderland, England
Posts: 2,702
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Quote:
Fireballs would need to be bobs and mixed with the front playfield... so some common colours would need to be reserved. |
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#436 |
CaptainM68K-SPS France
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#437 | |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,436
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Quote:
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#438 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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for Graheme setting up a new game demo (in assembly) is as easy as writing a python script for some.
The kind of people who doesn't talk much but delivers! |
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#439 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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Great job as always, Graeme.
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#440 | |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,793
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Quote:
But I am mighty impressed by the Amiga version, I can tell you. |
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