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#41 | |
Competition Moderator
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#42 |
Banned
Join Date: Jul 2010
Location: Australia
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As much as I distrust half of what I read on wikipedia it's right in this cas. Not sure where I got the 288 from. Even the bitmap is only x256.
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#43 |
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Join Date: Feb 2008
Location: Germany
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Probably because if you have a 4:3 format screen and the game uses a width of 384 (=4*96) pixels then a height of 288 (=3*96) pixels would be a fair assumption.
![]() That means that SF2 probably used black borders on top and bottom or had to be vertically stretched more if it was to use the full screen. Last edited by john4p; 22 March 2012 at 16:12. Reason: poorly worded 1st version of this post |
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#44 |
Banned
Join Date: Jul 2010
Location: Australia
Posts: 475
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Ive changed my mind about how I'd like to tackle this project. After working more or less constantly on it for most of a week I got a bit burnt out. Although the basic game play is quite simple, the sheer volume of graphics that need to be downscaled to a use less colors alone is a massive undertaking. The method Im using is pretty simple, and could be done by even people not usually very graphics oriented, but it is time consuming with a lot of manual effort involved. There are quicker ways, but I think its worth the extra effort for the better results.
On top of the graphics, there's also the sounds that need to be obtained and probably resampled, plus the music. The second biggest job besides graphics however is recreating the gameplay, and ai, etc. So far Ive just been "mapping" out heiracy of moves (if blanka performs "move X" against ryu while ryu is performing "move y", while moving in "direction z", what is the result? (and so on and so forth). Anyway, my new plan of attack is to slowly, but surely obtain all the sprites, sounds, etc. 1st. Perhaps upload them somewhere in an organised manner, each character having its own directory for the different media associated with them, and that other people can also upload to. A combined effort to obtain all the media essentially. Once that's done it makes it so much easier to work with, and other people could help with the color downscaling (I can provide instructions on the software and methods I used). Maybe have "original", "ecs", and "aga" directories so that people who are interested can contribute to? It really is just too much work for one person to get it right (and really, what would be the point in another mediocre street fighter? we already have a few ![]() I currently have complete sprite sheets for Ryu, Sagat, and Blanks. Once I had them it was only about a 15 minute job each to "amiga-fy" them for my ecs 16 color sprite palette. Ive also obtained all the backdrop graphics for ryus stage through Nebula (arcade emulator that lets you disable different graphics/sprite layers, has been invaluable). Is this something people would be willing to help with? Even if not from me, I suspect it'll be a big step towards getting a decent SF2 version for amiga. I have always wanted to try to do a remake of it, but Id be more than willing to play second fiddle to someone with better coding skills if they come along. Although I dont doubt my ability to make something better than what we have now Im sure there's going to have to be a few extra compromises made vs. what a more hardcore asm coder could come up with ![]() |
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#45 |
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LEt me know about audio. I could give you a hand.
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#46 |
Banned
Join Date: Jul 2010
Location: Australia
Posts: 475
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Well for now Im just trying to obtain all the sounds needed, even if just raw, unamiga friendly versions for now. In a project with so much audiovisual data it really helps to have everthing organised before going too far. For now if you was interested in doing any audio work I guess the best thing to do would to be to obtain al the samples from the character/characters of your choice. Same with the music I guess.
I did a fair bit of browsing, and was surprised to find street fighter 2 graphics and sounds harder to come by than other fighting games. Bit of a shame as the ripping of sprites, backgrounds, etc. delays getting into the real "meaty" bits. If anyone wants to browse for themselves, please feel free. Id be happy to be proven wrong ![]() Ah, also, can someone suggest a quick, simple place that people could upload any sf2 graphics or sounds they obtain please? I guess the zone probably isnt really appropriate? (sorry, I see it mentioned a lot, but arent really sure exactly what it is apart from a place people sometimes upload files).. |
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#47 |
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Raw audio is perfect, with little conversion it can be converted to Amiga.
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#48 | |
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Quote:
I don't think that there is any capcom SF2 source code publicly around, but i read that the C code of ssf2t arcade was used to create the dreamcast SSF2T version. I believe Capcom started coding Street fighter in C starting the SSF2 The new challengers; That would explain similar home console version of that game (dreamcast, 3DO, PC, etc...) and was made as with the PC and dreamcast version by other developpers than Capcom, using the arcade source code they provided to them. Earlier SF2 (SF2, SF2CE and SF2T) might be assembler only, and no c source code around, so only capcom internal dev team could make a correct version (snes, megadrive and pcengine); |
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#49 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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If you want to rip the arcade gfx use Turaco, but it rips to .pcx if I recall?
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#50 |
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Join Date: Feb 2012
Location: USA
Posts: 27
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The code logic is definitely the hardest part of the game to work out. I remember being impressed by the Gameboy version. It was in black and white but it actually played like the original (unlike all the ports done without the source code). Speaking of which, does anyone know where I can get a copy of the Spectrum version of Street Fighter 2? Has anybody else played the mobile Java version (shudder)..
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#51 | |
CaptainM68K-SPS France
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Quote:
Only a few games are C coded on CPS2 systems (i got that information from the arcade system forum, from a guy who was patching CPS2 roms). |
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#52 | |||
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Quote:
From Capcom blog. Quote:
Also, here: Quote:
Maybe the Dreamcast version is a rewrite in C or C++ of the CPS2 arcade version, but that would be a bit strange, looks more natural that the arcade version be in C too, as it is a new Street fighter, Capcom may have thought about the conversion it would need for other systems, and done the arcade version itself in C instead of ASM. But if Mame says it's ASM, then it is ![]() |
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#53 |
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I am pretty sure they all use sizeable chunks of ASM for speed purposes, but maybe the logic is in C for easy transport of gameplay to other platforms.
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#54 |
CaptainM68K-SPS France
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i got lately from a guy, a PDF from Toaplan confidentiel developpement journal.
Arcade games from Toaplan are built with the help of a tool running on X68000. The previous Toaplan dev system was running on a Sony BMC-777 computer This tools allows the placing of tiles, and also allows if i understand clearly program code generation. Incredible isn't it ? XD The PDF is 686 pages scanned. If you want me to upload it, i do it ![]() |
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#55 | |
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Quote:
A lot of games ran on a common "engine" so a high level workflow for creating the actual game design sounds normal. |
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#56 |
Senior Member
Join Date: Jan 2003
Location: Paris
Posts: 134
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Looks nice so far!
Do you think the special perspective applied to the floor could be added too ? I think that was missing to most Amiga conversions. Also, the projectiles (Ryu's firepunch,...) had different style than in arcade version. |
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#57 |
Banned
Join Date: Jul 2010
Location: Australia
Posts: 475
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Yes and no, with the emphasis on maybe
![]() Nah, seriously though Im pretty sure I could add it to an aga specific version. ECS might be a little trickier. I did this experiment about a year ago with winuae using a 1meg a500 equivalent config, and with amos (is both smoother and faster than the video, but the recording software didnt give great results (not to mention the annoying text ![]() [ Show youtube player ] Given that the code is relying on raw grunt, isnt compiled, and is done with amos I think I could use the effect on an upgraded aga machine. Im using a more appropriate, faster language than the experiment for the actual game, plus have since learned a better way to do it using the copper instead of cpu. Could be possible, but most likely wont happen until I do a 2nd revised, aga version. Assuming I take that up after initial version is done. Only thing I know for sure so far is that it'll be a long term project. @redblade Thanks for the tip. What Ive seen of it so far though leaves me unsure whether it'll be usable for cps1/cps2 games, but I'll definately look into it. |
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#58 |
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Join Date: Jan 2011
Location: France
Age: 52
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the NEO-GEO also had a 68000 in it.. but that is pretty all what was close to an Amiga from it
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#59 | |
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Join Date: Feb 2008
Location: Germany
Posts: 4,756
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Quote:
edit: Okay, found it: "In 2000, Capcom released Super Street Fighter II X for Matching Service in Japan for the Dreamcast, a version of the game which featured an online two-player versus mode." (http://en.wikipedia.org/wiki/Street_Fighter) |
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#60 | |
Moon Monkey
Join Date: Jun 2010
Location: Plymouth, Devon
Posts: 419
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Looking forward to see where this project goes as street fighter 2 was allways an embarrassment to me on the amiga. Seeing my brother play sf2 on the snes back in the day made me go out and purchase the console seeing as the amiga's effort was gash.
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Yeah I've got the excellent (and I believe quite rare?) Japanese version for the dreamcast...although saldy its just a 'backup'. ![]() |
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Thread | Thread Starter | Forum | Replies | Last Post |
Streetfighter2 Turbo CD32 Screen Corruption | ScottC2010 | support.WinUAE | 3 | 14 March 2013 22:19 |
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