05 June 2016, 18:52 | #581 |
Registered User
Join Date: Jul 2009
Location: Middlesex, England
Posts: 141
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With indexed mode colour in GIMP and Photoshop making it easier to recolour screenprinted arcade shots as well as the AMIGA RGB Pallette being freely available on wiki I guess it's very possible now for someone to take over at least with the graphics but even then someone has to be doing the programming to make those graphics move too.
R.I.P. Paul. You were the only guy who bothered with trying to port a proper arcade over to the AMIGA like everyone is doing on the C64 with stuff like blah blah blah arcade. I've always wanted that C64 arcade porting scene to happen on the more powerful hardware miggy and you almost made one game happen almost bringing this most wanted proper arcade ports scene to life you passed way too early. If this game was sucessfully finished people left right and center would be inspired to make better arcade ports than all the Ocean's and Poo Gold Gamings which were often crap hence Poo Gold Gaming as there is a Poo Gold Animation too named Harmony Gold so I call it Poo Gold Gaming as it's gaming and it's often rubbish when it's by them just like the other Poo Gold on European Dessin ANIME and Japanese ANIME Cartoons. I hope other people can take on this as well as other projects like all the retro SEGA, Konami and Capcom boards as well as some of the the Megatech/Megaplays/Megadrives so we get some Streetso running on the AMIGA too. The Megadrive as well as those few arcade cab board types I think uses X68000 processing anyway so it was possible to port things across between both in a lot of games cases but Streetso never made the cut of titles to do so and many of the stuff to be ported was rubbish other than Leander which was a flipped port and made it to the AMIGA before the Megadrive. The AMIGA could do a lot better than those lazy ST and other X68000 processor systems ports if it made it's own proper programmed ports they would have played a lot better than all the versions we got as this project proved somewaht even on the stage it got to. |
05 June 2016, 20:59 | #582 |
CaptainM68K-SPS France
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Guys, about graphics, i have devised a new method for dealing with tiles and more generally coin-op assets. And this WAY quickly than before.
I can get out the tiles of a coin-op machine very fast, as well as the right palettes. Final Fight Main difficulty remains the fact that you need to crawl thru the arcade game code to sniff out all the tiledata references, to get the sprites frames for each sprites. |
12 June 2016, 07:37 | #583 | |
Code Kitten
Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Quote:
I doubt Richard Aplin took the pain to look at the entire disassembly in order to find the sprites, he must have used a simpler and faster solution given the little time he had. Maybe we should ask him, if he still remembers. |
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17 July 2016, 18:41 | #584 |
Registered User
Join Date: Oct 2014
Location: Europe
Posts: 477
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Just an idea (be gentle with me here):
can leathered's status being changed to something like 'eternal hero of fame' or similar? Just to make sure there are no complaints coming in for not reaching him anymore. What do you think? |
17 July 2016, 18:54 | #585 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,824
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Quote:
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17 July 2016, 23:04 | #586 |
CaptainM68K-SPS France
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28 December 2016, 00:21 | #587 |
Moon 1969 = amiga 1985
Join Date: Apr 2007
Location: belgium
Age: 48
Posts: 3,914
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in the zone : version 1.7 alpha
1.8 (guy) 1.8 (guy + haggar) the last one has a 2 players mode. Tell me if there is troubles to make it run. |
28 December 2016, 00:26 | #588 | |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Quote:
I might copy your post to the other thread also; Final Fight AGA. |
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07 January 2017, 10:04 | #589 |
Registered User
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Just tested latest build...very impressed !!! Gfx/Anim/Sound...
Amiga is wonderfull... good work |
07 January 2017, 12:27 | #590 |
Super Member
Join Date: Sep 2014
Location: Wakefield
Age: 49
Posts: 1,335
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Version 1.8 looks bloody fantasic!
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09 December 2017, 20:26 | #591 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,824
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1.8 seems to include the source, I was thinking maybe we could make this a bit of an open project and all chip in, I'll try and have a look later and maybe try and increase the walking speed.
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08 January 2018, 14:25 | #592 |
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Join Date: Dec 2015
Location: Lisbon/Portugal
Posts: 51
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Thanks everybody for putting work into this project ! Leathered and the Amiga community deserve the continuation of this project!
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16 March 2019, 21:13 | #593 |
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Join Date: Oct 2008
Location: san francisco/usa
Posts: 176
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Hiya,
I did extract the tilemaps for the sprite frames (and background layers of course) out of the game (this was a long, long time ago so recollection is hazy). All that stuff is in the main 68000 code roms, I recall a fair bit of disassembling and poking around before I found how the game stored them, but there are tables pointing to tables etc that contain the sprite tilemaps. The (much, much) easier way to do this nowadays would be to hack on it using FF running in MAME; you can rip the ram contents, set breakpoints, all that jazz. Back in t'day we had to use two pieces of coal and a knitting needle. |
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