English Amiga Board


Go Back   English Amiga Board > Other Projects > project.Amiga Game Factory

 
 
Thread Tools
Old 25 July 2023, 21:24   #41
Adropac2
Zone Friend
 
Join Date: Jan 2006
Location: Kent
Age: 51
Posts: 1,083
nice. I actually like T3 in terms of it's looks and feel in comparison to the MD version even though yes technically it's not as good. A very different tone. But this would be very nice for sure

T3 doesn't get as much love as T2 and I get that it's a more linear experience coming from Both T1 and T2 but played for what it is, it's a decent game with a killer soundtrack. Even the hookshot implementation isn't as bad I think of what people say of it despite yes being less easy to use than MD version. You do get used to it

An AGA version would definitely be awesome though and I love what I'm seeing here
Adropac2 is offline  
Old 26 July 2023, 00:17   #42
Flimbo
Registered User
 
Flimbo's Avatar
 
Join Date: Jan 2020
Location: Gateshead/Tyne and Wear
Posts: 175
Looks incredible!
Flimbo is offline  
Old 26 July 2023, 01:14   #43
Muzza
Registered User
 
Muzza's Avatar
 
Join Date: Sep 2019
Location: Sydney
Posts: 357
Regarding reproducing the MegaDrive version:
I'm using art from the unreleased PC-DOS version. It uses more colours for all the backgrounds, but does not contain every enemy sprite (there are more available for later levels).
For the missing sprites I'm using the MD versions (the platforms and enemies and player).

There is no way the Amiga can recreate the parallax backgrounds of the MD version. However, it can exceed the MD version in other areas by using the PC-DOS art. It has also been pointed out to me that the mobile game Apocalypse 3000 contains some of the missing art, so may be rippable.

So the two options are:
1. Just use MD art. Less of a performance challenge but it will simply be a slightly poorer copy of the MD version (because of parallax).
2. Use PC-DOS art as much as possible. More challenging, but gives it new look, and could exceed the MD version in some ways, even if the parallax is not as good.

(but I'm probably not doing either, cos it is just a test! )
Muzza is offline  
Old 26 July 2023, 01:45   #44
Muzza
Registered User
 
Muzza's Avatar
 
Join Date: Sep 2019
Location: Sydney
Posts: 357
Well it was easy to rip the sprites from Apocalypse 3000, and it does indeed contain some of them that were missing from the PC-DOS art.

Click image for larger version

Name:	Apolalypse3000-sheet.png
Views:	146
Size:	98.3 KB
ID:	79722
Muzza is offline  
Old 26 July 2023, 03:04   #45
Don_Adan
Registered User
 
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,054
Quote:
Originally Posted by Muzza View Post
Regarding reproducing the MegaDrive version:
I'm using art from the unreleased PC-DOS version. It uses more colours for all the backgrounds, but does not contain every enemy sprite (there are more available for later levels).
For the missing sprites I'm using the MD versions (the platforms and enemies and player).

There is no way the Amiga can recreate the parallax backgrounds of the MD version. However, it can exceed the MD version in other areas by using the PC-DOS art. It has also been pointed out to me that the mobile game Apocalypse 3000 contains some of the missing art, so may be rippable.

So the two options are:
1. Just use MD art. Less of a performance challenge but it will simply be a slightly poorer copy of the MD version (because of parallax).
2. Use PC-DOS art as much as possible. More challenging, but gives it new look, and could exceed the MD version in some ways, even if the parallax is not as good.

(but I'm probably not doing either, cos it is just a test! )
I think that option 2. is better. If any graphics will be still missing then perhaps can be recreated by good graphician.

And later (after T3 AGA) as more (?) challenging You can try to convert Rendering Ranger R2, but good Amiga musician will be perhaps necessary.


[ Show youtube player ]
Don_Adan is offline  
Old 26 July 2023, 03:16   #46
ransom1122
Registered User
 
ransom1122's Avatar
 
Join Date: Aug 2011
Location: Omnicorp
Age: 45
Posts: 5,920
Quote:
Originally Posted by Don_Adan View Post
Rendering Ranger R2, but good Amiga musician will be perhaps necessary.
are you meaning the snes msu1 version of RR?

[ Show youtube player ]
ransom1122 is online now  
Old 26 July 2023, 08:17   #47
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
Quote:
Originally Posted by Muzza View Post
Regarding reproducing the MegaDrive version:
I'm using art from the unreleased PC-DOS version. It uses more colours for all the backgrounds, but does not contain every enemy sprite (there are more available for later levels).
For the missing sprites I'm using the MD versions (the platforms and enemies and player).

There is no way the Amiga can recreate the parallax backgrounds of the MD version. However, it can exceed the MD version in other areas by using the PC-DOS art. It has also been pointed out to me that the mobile game Apocalypse 3000 contains some of the missing art, so may be rippable.

So the two options are:
1. Just use MD art. Less of a performance challenge but it will simply be a slightly poorer copy of the MD version (because of parallax).
2. Use PC-DOS art as much as possible. More challenging, but gives it new look, and could exceed the MD version in some ways, even if the parallax is not as good.

(but I'm probably not doing either, cos it is just a test! )

Why not use the dual playfield AGA mode instead of using sprites for the background ? The original OCS version does use many parallaxes, even if there isn't as much as the MD version. I would be disappointed if an A1200 with fast ram couldn't do much better than a standard A500 (that already have a not so downgraded version of T3 IMHO).


As for the PC Dos art I'm must say that I'm curious. Il haven't found anything online except for the strange teasers animations on YT.



Anyway, you're the specialist and the main leader here. I'm sure you'll make it as you best.
sokolovic is offline  
Old 26 July 2023, 08:25   #48
Muzza
Registered User
 
Muzza's Avatar
 
Join Date: Sep 2019
Location: Sydney
Posts: 357
Quote:
Originally Posted by sokolovic View Post
Why not use the dual playfield AGA mode instead of using sprites for the background ? The original OCS version does use many parallaxes, even if there isn't as much as the MD version. I would be disappointed if an A1200 with fast ram couldn't do much better than a standard A500 (that already have a not so downgraded version of T3 IMHO).
Because that limits all tiles and enemies to sharing just 16 colours. The art I have would not support reduction that far, and even if it did, it wouldn't look good enough to be worth it IMHO.
Contrast with using HW Sprites for the background. I have 240 colours for all tiles and enemies. Or if I switch down to 7 bitplanes, I'd still have 112 colours.
Muzza is offline  
Old 26 July 2023, 10:11   #49
Don_Adan
Registered User
 
Join Date: Jan 2008
Location: Warsaw/Poland
Age: 56
Posts: 2,054
Quote:
Originally Posted by ransom1122 View Post
are you meaning the snes msu1 version of RR?

[ Show youtube player ]
I think about original Rendering Ranger R2 for SNES. Version called "Turrican 4" looks like hacked version of Rendering Ranger, with replaced some music/graphics data from Super Turrican 1/2.
Don_Adan is offline  
Old 26 July 2023, 12:37   #50
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 47
Posts: 10,517
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Muzza View Post
Because that limits all tiles and enemies to sharing just 16 colours. The art I have would not support reduction that far, and even if it did, it wouldn't look good enough to be worth it IMHO.
Contrast with using HW Sprites for the background. I have 240 colours for all tiles and enemies. Or if I switch down to 7 bitplanes, I'd still have 112 colours.
Muzza, the Megadrive version use only 64 colors, the 1200 should have no problem with handling this, mhh ?
dlfrsilver is offline  
Old 26 July 2023, 13:41   #51
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
Quote:
Originally Posted by dlfrsilver View Post
Muzza, the Megadrive version use only 64 colors, the 1200 should have no problem with handling this, mhh ?

I even think that there is less colors on screen at once, including sprites.


The first pics got 55 colors (including sprites) :





This one got 45






And this last one 34

sokolovic is offline  
Old 26 July 2023, 13:59   #52
Muzza
Registered User
 
Muzza's Avatar
 
Join Date: Sep 2019
Location: Sydney
Posts: 357
Quote:
Originally Posted by dlfrsilver View Post
Muzza, the Megadrive version use only 64 colors, the 1200 should have no problem with handling this, mhh ?
As per previous posts, I’m using the 256 colour PC art (where it exists), not the MD art.
After factoring in art from Apocalpse3000, level one is at 220 colours. That’s without bosses and items.
Muzza is offline  
Old 26 July 2023, 17:21   #53
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 47
Posts: 10,517
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Muzza View Post
As per previous posts, I’m using the 256 colour PC art (where it exists), not the MD art.
After factoring in art from Apocalpse3000, level one is at 220 colours. That’s without bosses and items.
You don't use the MD graphics because there is a problem, or because you don't have them ?
dlfrsilver is offline  
Old 26 July 2023, 18:24   #54
Bren McGuire
Registered User
 
Bren McGuire's Avatar
 
Join Date: Nov 2019
Location: Croydon
Posts: 594
got to love the armchair experts who actually dont have a clue what they saying but they love filling their mouth with buzzwords trying to explain someone as knowledgeable as Muzza how to do things!

the chap has released Turrican 2 AGA one would think he knows what he's doing but no you got to have your own bad take thanks to your copy of irfanview that counts colors! give it a rest

he also explained VER YCLEARLY why he's using what he's using

Quote:
Originally Posted by sokolovic View Post
Why not use the dual playfield AGA mode instead of using sprites for the background ?
Quote:
Originally Posted by dlfrsilver View Post
Muzza, the Megadrive version use only 64 colors, the 1200 should have no problem with handling this, mhh ?

Quote:
Originally Posted by sokolovic View Post
I even think that there is less colors on screen at once, including sprites.
Bren McGuire is offline  
Old 26 July 2023, 18:29   #55
dlfrsilver
CaptainM68K-SPS France
 
dlfrsilver's Avatar
 
Join Date: Dec 2004
Location: Melun nearby Paris/France
Age: 47
Posts: 10,517
Send a message via MSN to dlfrsilver
Quote:
Originally Posted by Bren McGuire View Post
got to love the armchair experts who actually dont have a clue what they saying but they love filling their mouth with buzzwords trying to explain someone as knowledgeable as Muzza how to do things!

the chap has released Turrican 2 AGA one would think he knows what he's doing but no you got to have your own bad take thanks to your copy of irfanview that counts colors! give it a rest

he also explained VER YCLEARLY why he's using what he's using
Oh come on, stop bad mouthing like that. When we did Rygar, we used 64 colors, the 1200 is perfectly able to handle that.
dlfrsilver is offline  
Old 26 July 2023, 18:35   #56
Bren McGuire
Registered User
 
Bren McGuire's Avatar
 
Join Date: Nov 2019
Location: Croydon
Posts: 594
you are still failing to read what is being said your question had been answered before you asked it

but go ahead and make your own turrican in the fantastic way you think it should be

Quote:
Originally Posted by dlfrsilver View Post
Oh come on, stop bad mouthing like that. When we did Rygar, we used 64 colors, the 1200 is perfectly able to handle that.
Bren McGuire is offline  
Old 26 July 2023, 20:10   #57
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,523
Just asking question there and making suggestions as it was asked by Muzza.

I'm surprised how aggressive you are in nearly every topic you comment.
sokolovic is offline  
Old 26 July 2023, 20:47   #58
gimbal
cheeky scoundrel
 
gimbal's Avatar
 
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 6,991
Quote:
Originally Posted by sokolovic View Post
Just asking question there and making suggestions as it was asked by Muzza.

I'm surprised how aggressive you are in nearly every topic you comment.
Recession you know. Having a stick removed is expensive.
gimbal is offline  
Old 26 July 2023, 22:44   #59
Cris1997XX
Registered User
 
Join Date: Oct 2022
Location: Roma
Posts: 351
Quote:
Originally Posted by Bren McGuire View Post
got to love the armchair experts who actually dont have a clue what they saying but they love filling their mouth with buzzwords trying to explain someone as knowledgeable as Muzza how to do things!

the chap has released Turrican 2 AGA one would think he knows what he's doing but no you got to have your own bad take thanks to your copy of irfanview that counts colors! give it a rest

he also explained VER YCLEARLY why he's using what he's using
Oh, c'mon. You should just take the piss sometimes, and I'm saying this as an Amiga newbie. Muzza might've chosen how to handle this, but we can still suggest changes and such. 128 colors is too much for my taste, Turrican 2 AGA struggled to run at 50fps constantly because of the high color count. He should just use 64 like the Mega Drive version instead
Cris1997XX is offline  
Old 26 July 2023, 23:21   #60
saimon69
J.M.D - Bedroom Musician
 
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,606
Quote:
Originally Posted by Cris1997XX View Post
Oh, c'mon. You should just take the piss sometimes, and I'm saying this as an Amiga newbie. Muzza might've chosen how to handle this, but we can still suggest changes and such. 128 colors is too much for my taste, Turrican 2 AGA struggled to run at 50fps constantly because of the high color count. He should just use 64 like the Mega Drive version instead
Possibly retaining the effects like the background distortion in the alien level: actually i would extend with rainbow copper like in OCS/ECS PLUS the rainbow copper in some color of the front (this is brainstorming so not even sure is possible)
saimon69 is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Turrican 2 MS-DOS AGA conversion Muzza project.Amiga Game Factory 582 06 January 2023 20:02
Turrican 2 AGA vs OCS vulture Amiga scene 43 03 January 2023 12:45
Turrican 2 AGA Secret Hunt TCD support.Games 21 29 December 2022 00:43
turrican,lotus etc aga version ??? why never done ? turrican3 Retrogaming General Discussion 6 24 July 2013 12:22
Turrican 2 AGA+HD fixed Ollibolli request.Old Rare Games 17 24 September 2002 04:13

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 07:42.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.11950 seconds with 14 queries