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#41 |
Retro Gamer
Join Date: Jan 2005
Location: Underworld
Age: 51
Posts: 4,072
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I really like video, great job. Can't wait to see finished game. I would still play FF from time to time... even played one on SNES.
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#42 | |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,184
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Quote:
One of my favourite arcade games of all time. Spent a lot of money in youth on this lol. |
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#43 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 687
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Excellent work, looks fantastic for an A500.
Not to be a downer but this game is bandwidth hungry, came out well after the Amiga, and really needs AGA to really show what the Amiga is capable of, i think AGA Amigas with a 68030 processor should be able to replicale the arcade, a 020 with some drawbacks. Keep going on OCS regardless, fantastic work!!!! |
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#44 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 421
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Quote:
Oh by the way, I keep forgetting to say thanks to you, as your YouTube tutorials and Photon's ones got me a good deal of the way so far. |
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#45 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,856
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@Brick Nash
Excellent work so far m8! I really hope a better version for the A500 can come out of this! |
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#46 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,807
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But it's not 128 colour with parallax???
Seriously looks great but one thing I think is the original FF pallette looks dated and flat. |
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#47 |
Registered User
![]() Join Date: Mar 2017
Location: London
Posts: 124
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This looks amazing. Great work
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#48 |
Registered User
Join Date: Jan 2010
Location: N/A
Posts: 873
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Improved 16 col palette
To Brick Nash. Have you seen the redone 16 col palette by Master484? I think they are a vast improvement over the original. Maybe its something you could collaborate on?
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#49 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,184
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Wow! This is impressive. Certainly worth implementing as the colours seem more akin to arcade rather than the Amiga version. It really depends if @Brick Nash wishes to improve on the original Amiga version in terms of gameplay or with aesthetics too...
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#50 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 767
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#51 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,587
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I would also change some colors and assets in latter parts of the game - that green stuff in the subway walls o_O
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#52 | ||
Registered User
Join Date: Oct 2019
Location: Spain
Posts: 46
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Quote:
Quote:
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#53 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,807
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What does parallax 15 colors mean?
if you're using the CPU to redraw the whole screen then the parallax is the same screen depth? Its strange because a while ago there was a video of Final Fight that seems to be fake - I made it in Amos O my hardrive crashed blah blah but why would someone put all that effort in creating a fake? |
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#54 | |
Registered User
Join Date: Oct 2019
Location: Spain
Posts: 46
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Quote:
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#55 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,807
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I assume he is trying to say he would do the parallax like is done in Toki but even then it doesn't make sense you would have 1 palette for the whole screen.
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#56 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,358
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the video on real hardware is starting to convince me. First because of the damn flickering
![]() I'm surprises that in 30 years that those boards exist (got my 68060 board in 1995) noone ever used the 040 and lots of fastram to create a fast and AGA 2D game. |
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#57 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 192
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It means that parallax drawing/blitting happens in only 4 planes even if the game runs in more planes/colors. Similiar thing/example: imagine you have a 16 color (4 plane) game and some objects/bobs only move around in the black (color 0) areas (sky) of it. You can then have 2-plane-only or 3-plane-only bobs there without needing to do anything and they still display fine. Quote:
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#58 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,807
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He's making out that he has a independent pallette for the parallax and it's just not possible.
It still doesn't make sense there isn't a separate screen depth for the foreground and background wouldn't be separate screen depths that would be the same - Yes you could just use 11??? Colours of your 128 screen but it's not a separate screen with a separate palette etc. Why 11 ??? Why 12mb??? Just doesn't add up like the other fake FF video. |
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#59 | |
Retro Gamer
Join Date: Jan 2005
Location: Underworld
Age: 51
Posts: 4,072
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Quote:
LOL, me too. We had arcade at local Kebap shop where we would try to see who can get further on single coin, and couple of times we would load coins to complete game. I think this is only game that has ending that I saw completed in arcade / shop. This was end of 1992 and 1993 in Germany. |
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#60 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,358
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waiting for a downloadable executable so everyone can test.
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