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Old 01 October 2023, 19:13   #41
touko
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Yeah a good ocs port would be excellent,else even an aga one .
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Old 02 October 2023, 14:24   #42
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Shinobi in Scorpion.

I have been working to see if Scorpion could pull off a version better than the old version ,these are just tests.


[ Show youtube player ]


[ Show youtube player ]


[ Show youtube player ]


No optimization has been done at this point all the GFX are 256 Colour AGA.
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Old 02 October 2023, 15:27   #43
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Very nice work. Well it shows that if you want something correct aside the arcade on Amiga, the amount of colors has to be higher than 32 colors.
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Old 02 October 2023, 16:11   #44
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Not bad at all, thanks for sharing
The AGA definitively deserves its shinobi conversion .
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Old 02 October 2023, 19:48   #45
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Very nice, (apart from the moon-gravity settings :-) it really looks like its possible to do a pretty much perfect arcade conversion.
Though I think I would need to play this on a at least 2 button arcade stick since I'm so used to jump with a button in this game. ;-)
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Old 02 October 2023, 22:20   #46
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Quote:
Originally Posted by flibble42 View Post
I have been working to see if Scorpion could pull off a version better than the old version ,these are just tests.


[ Show youtube player ]


[ Show youtube player ]


[ Show youtube player ]


No optimization has been done at this point all the GFX are 256 Colour AGA.
Damn, this looks amazing! I think 256 colors would be a little overkill if you want to maintain a solid framerate, so the code and graphics need a lot of optimizations. But other than that, great work on these demos
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Old 03 October 2023, 22:42   #47
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GFX wise yeah 256 colour is overkill, i'm just testing what Scorpion can do with the FG/BG things at the minute, no point putting all the effort in if it can't be done properly.


It is already 2 button
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Old 04 October 2023, 14:18   #48
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You need between 80 and 100 colors on screen for a 1:1 version,so the AGA is the right solution if you want to be as close as possible.
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Old 04 October 2023, 14:43   #49
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Quote:
Originally Posted by touko View Post
You need between 80 and 100 colors on screen for a 1:1 version,so the AGA is the right solution if you want to be as close as possible.
I have extracted the graphics from the Coin OP.

The game uses 256 unique colors in game. Even 64 colors give a terrible result.
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Old 04 October 2023, 15:18   #50
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128 colors + AGA 64-bit wide sprites then
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Old 04 October 2023, 15:46   #51
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Quote:
Originally Posted by dlfrsilver View Post
I have extracted the graphics from the Coin OP.

The game uses 256 unique colors in game. Even 64 colors give a terrible result.
Nah, you have between 80 and 100 colors at the same time, of course if you count all colors for all the GFX you are probably close to 256, but never at the same time .

Eatch level have 32/40 colors with the both layers, each sprite is 15 colors, with player you have something like 4/5 different sprites on screen at the same time, so do the maths
This is not because all the palettes are full that they are used at the same time .
You can take a snapshot in mame and check by yourself .

Quote:
128 colors + AGA 64-bit wide sprites then
Yes, the AGA is more suited, but a really good OCS version is faisible too, but needs more work for sure .
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Old 04 October 2023, 16:30   #52
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Quote:
Originally Posted by touko View Post
Nah, you have between 80 and 100 colors at the same time, of course if you count all colors for all the GFX you are probably close to 256, but never at the same time .

Eatch level have 32/40 colors with the both layers, each sprite is 15 colors, with player you have something like 4/5 different sprites on screen at the same time, so do the maths
This is not because all the palettes are full that they are used at the same time .
You can take a snapshot in mame and check by yourself .


Yes, the AGA is more suited, but a really good OCS version is faisible too, but needs more work for sure .
I have extracted the graphics per level, with the right palettes. I get 256 unique colors (Sprites+layers).

Doing an OCS/ECS version would need a big rework job on the graphics. Because in 32 colors, i don't know how to respect the original arcade game without doing bland or dull graphics.
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Old 04 October 2023, 17:53   #53
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I can confirm (still ripping the GFX) that indeed there are more than 256 colours used throughout the game. I do feel that if carefully broken down a 64 colour version could be done. I would say that a 32 colour version could be done if a talented artist like BasementApe (Rastan) reworked the GFX.

Also i do think that alot of the appearance of a game relies on the fact that the GFX are the same shape (pixel for pixel) as the arcade, a nice colour remap just adds to that.

You may notice that in my demos i have copper sky effects, i want to sort of indicate a time line, so level 1 has a sunset sort of effect, level 2 gets to a dark blue sky fade etc.

Last edited by flibble42; 04 October 2023 at 18:00.
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Old 04 October 2023, 18:36   #54
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I haven't played it, but from what I've heard, Shadow Dancer have a very nice port for OCS Amiga.
Isn't that a proof that very nice Shinobi port can also be done for the OCS?

Sure, AGA if you want really close to arcade (with parallax and more colors (and stuff that really not affect much gameplay)), but with right compromises, I assume a very nice OCS port can be done.
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Old 04 October 2023, 19:10   #55
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Quote:
Originally Posted by dlfrsilver View Post
I have extracted the graphics per level, with the right palettes. I get 256 unique colors (Sprites+layers).

Doing an OCS/ECS version would need a big rework job on the graphics. Because in 32 colors, i don't know how to respect the original arcade game without doing bland or dull graphics.
I have all the gfx too, done the conversion to the PCE, and i can confirm 80-> 100 colors at the same time, not 256 .

I made a mockup :

125 colors here, no loss,you are far to have so many different sprites on screen at the same time .
256 is possible with all the game sprites at the same time .

Quote:
Sure, AGA if you want really close to arcade (with parallax and more colors (and stuff that really not affect much gameplay)), but with right compromises, I assume a very nice OCS port can be done.
Of course, the main difficulty for the PCE conversion is the main palette, limited to 9 bit colors .Fortunately the system has 32, 16 colors sub-palettes .

Last edited by touko; 04 October 2023 at 19:25.
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Old 04 October 2023, 19:28   #56
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Quote:
Originally Posted by dlfrsilver View Post
I have extracted the graphics from the Coin OP.

The game uses 256 unique colors in game. Even 64 colors give a terrible result.
Well you did see what we were able to do with Flying Shark even at its worst, so is more about HOW to use the colors than how many - and in AGA 64 are plenty
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Old 04 October 2023, 19:30   #57
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Here the Md version, so less than 64 colors on screen,it's more 30 -> 50 max :
[ Show youtube player ]
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Old 04 October 2023, 19:39   #58
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Well you did see what we were able to do with Flying Shark even at its worst, so is more about HOW to use the colors than how many - and in AGA 64 are plenty
I have not seen the latest about FS. Shinobi arcade use much more colors than FS.

why not doing shinobi in 128 colors ?
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Old 04 October 2023, 20:57   #59
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I have not seen the latest about FS. Shinobi arcade use much more colors than FS.
Now don't go mad but at first look it does not seem, is the style probably

Quote:
Originally Posted by dlfrsilver View Post
why not doing shinobi in 128 colors ?
If scorpion allows it with a decent performance why not?
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Old 04 October 2023, 21:17   #60
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Yeah, you guys are seriously overestimating the capabilities of the System 16 board. I'd say converting the graphics to 64, 128 colors at most wouldn't be that bad
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