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Old 12 February 2021, 08:57   #421
Tigerskunk
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Originally Posted by vulture View Post
Still, a great conversion, but not a good method for SF2.
It's crazy amazing what they achieved with this conversion, tbh.
Can't believe how good this looks on what was basically 8 years old technology at that point.
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Old 12 February 2021, 09:44   #422
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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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Old 12 February 2021, 11:41   #423
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It's crazy amazing what they achieved with this conversion, tbh.
Can't believe how good this looks on what was basically 8 years old technology at that point.

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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Old 12 February 2021, 12:48   #424
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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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Old 12 February 2021, 13:42   #425
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Originally Posted by roondar View Post
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.
Yes - a dynamic palette would be the best but you'd need 28 different palettes for the main characters along and another 32 for the boss fights. So what's 60 palettes between friends!

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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Old 12 February 2021, 14:55   #426
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Originally Posted by Steril707 View Post
Actually MK2 doesn't show many frames for its characters. It's barely animated. Same with Elfmania.
And yet it's a fucking fantastic game and conversion, it has everything you want from Mortal Kombat. It doesn't feel like a low framerate game at any point to me, when playing it. Because I certainly didn't spend any minute on it back in the day just staring at it! One of my most "worn off" games.

Probe were masters at finding the essence and porting it over.
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Old 12 February 2021, 15:25   #427
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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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Old 12 February 2021, 15:42   #428
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...Probe were masters at finding the essence and porting it over.
Quote:
Originally Posted by vulture View Post
@Akira

That's true (except for Outrun of course), Golden Axe, MKI+II, Smash TV, T2 etc, all great conversions.
I liked also Outrun Europa at the time
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Old 12 February 2021, 16:22   #429
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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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Old 12 February 2021, 19:12   #430
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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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Old 12 February 2021, 19:12   #431
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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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Old 12 February 2021, 19:13   #432
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Originally Posted by mcgeezer View Post
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.
Brilliant work there sir

is it dual-playfield?

sorry to be cheeky maybe some Bobs for fireballs on-screen.
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Old 12 February 2021, 19:14   #433
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Quote:
Originally Posted by mcgeezer View Post
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)


around 150 scanlines (probably can be improved.

Think I'll have a few beers now.

Great job !!!!
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Old 12 February 2021, 19:19   #434
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superb colors. And parallax! "just a little demo" from mcgeezer... impressive!
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Old 12 February 2021, 19:53   #435
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Originally Posted by Retro1234 View Post
Brilliant work there sir

is it dual-playfield?

sorry to be cheeky maybe some Bobs for fireballs on-screen.
Yes,dual playfield with a couple of priority changes in the mix.

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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Old 12 February 2021, 20:45   #436
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Quote:
Originally Posted by mcgeezer View Post
Yes,dual playfield with a couple of priority changes in the mix.

Fireballs would need to be bobs and mixed with the front playfield... so some common colours would need to be reserved.
You did a very good job !
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Old 12 February 2021, 21:24   #437
roondar
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Quote:
Originally Posted by mcgeezer View Post
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.
Nice - and in record time
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Old 12 February 2021, 21:45   #438
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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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Old 12 February 2021, 22:03   #439
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Great job as always, Graeme.
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Old 12 February 2021, 22:08   #440
Tigerskunk
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Quote:
Originally Posted by Akira View Post
And yet it's a fucking fantastic game and conversion, it has everything you want from Mortal Kombat. It doesn't feel like a low framerate game at any point to me, when playing it. Because I certainly didn't spend any minute on it back in the day just staring at it! One of my most "worn off" games.

Probe were masters at finding the essence and porting it over.
Never played the Amiga version back in the day, had an SNES at that time already.
But I am mighty impressed by the Amiga version, I can tell you.
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