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#41 |
CaptainM68K-SPS France
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i mean that richard Aplin was alone, and he is not a graphist at all. And about the code he did it quick and fast, and ST in mind, so sluggish, etc etc..
Toki is a game which pulse 256 colors in arcade, but look what Philippe Dessoly did. But correctly using the 32 colors of the amiga you have an almost arcade perfect replicated game. IF shinobi and final fight had the same treatment, they could have both been praised by players. Raw converted GFX untouched are disguting, what else since the lack of colors ? |
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#42 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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...and again, this thread has veered spectacularly off-topic...
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#43 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,475
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Sure, Sareks completed the game ages ago.
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#44 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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Still, i have seen someone trying to port the original Shinobi arcade on megadrive and wonder if a proper port (or overhaul of the original port) for Amiga might be handy: is not a too hard game to code, seems...
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#45 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Richard Aplin did the CPC version, not the Amiga one.
Not that this matters 7 years later, but still... ![]() |
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#46 |
CaptainM68K-SPS France
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Ahem, HE did the amiga version. He has left some very nice messages inside the code
![]() And by the way, shinobi on CPC is really better than the ST/Amiga/C64 releases ! LOL XD ! It has nice colors, digitised voices, music ingame ![]() |
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#47 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Really? Because the title screen tells otherwise:
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#48 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Well, just noticed it also says "Many thanks to Richard Aplin" too
![]() Many people gutter this on the "crap Atari ST port" label, but I just checked the Atari ST version, and it's very different from the Amiga version. Maybe the amiga version suffers from real lame coders. |
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#49 |
Registered User
Join Date: Nov 2010
Location: South Wales
Age: 47
Posts: 944
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Shinboi is one of my fav games ever. Put a lot of money in this as 7 year old.
The xbox live version seems pretty faithful , I think it may be an emulator running the original rom with some sort of front end to control the coins, dip switches. Could be wrong though. |
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#50 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,475
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The Master System and PC-Engine ports are pretty good and smooth. The latter is the best home port technically but it lacks the bonus rounds and some weapons. The rest is mediocre (C64) or awful (Amiga, CPC e.g) to play.
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#51 |
Registered User
Join Date: Oct 2009
Location: Poland
Posts: 51
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Richard Aplin had put some effort in coding this crap. I have viewed some interview with him, where he tried explain why Final Fight was so much crap. He claimed that he never was a fan of this kind of games and FF was bored to him. He had strict deadline and no support from Capcom at all. But he claimed that Shinobi for Amiga was a good port. That is why I think that he is a lamer, not good coder, at least he was that time. I have seen many different platform games like Shinobi - this port is worst one.<br />
And I think that Atari ST has music more likely original one. Tony made a variation to arcade OST. It is not bad, but different a little. But is it important now? Amiga collapsed, and no one had done other port than official one. And no one will do any now. |
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#52 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,020
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Quote:
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#53 |
CaptainM68K-SPS France
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Well if anyone wants to make an amiga remake, i have the full arcade assets for this game (i did the reverse engineering from the roms, it's not a crap emulator rip with missing frames). It contains all the sprites with perfect colors and frames, as well as the background tiles
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#54 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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That would be awesome dlfrsilver
![]() The Amiga deserves a proper port of one of the best games ever ![]() |
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#55 | |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,020
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Quote:
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#56 |
CaptainM68K-SPS France
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256 unique colors in the arcade version.
We would need a graphist to repalet the assets for Amiga in 32 colors, or either going for an 1200 only game in 128 colors (if possible ![]() Look for a more accurate count : 16 colors per sprite/objet. Exemple for level 1 round 1: Main sprite (16), enemy1(16),enemy2(16),enemy3(16),little kids(16),panel scores(16),(background(16),foreground(16/32). 8x16=128-144 colors average. More easy to port on AGA machines than on ECS 32 colors Amigas. |
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#57 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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A good candidate for a supergrafx version .
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#58 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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I come back with the supergrafx version .
I did some GFX convertions, all the sprites and some bckgnds are converted to the PCE's 9bits palette . Here i use 2 palettes for the 2 backgrounds layer and ten for sprites : ![]() All those GFX have been tested on the real hadware and will be displayed like that, only few colors should be a bit darker or lighter . 125 colors displayed . |
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#59 | |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Quote:
![]() This looks absolutely amazing ![]() When you say you've tested on real hardware, can you elaborate further? |
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#60 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Quote:
I want to convert all the assets first, before i start coding anything . |
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