![]() |
![]() |
#61 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 691
|
Excellent jotd, really looking forward to thus, always wanted to play a decent conversion, the Amstrad CPC version is junk, fingers crossed for a proper miggy version.
Last edited by lmimmfn; 08 February 2023 at 11:38. |
![]() |
![]() |
#62 |
Moderator
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,390
|
When is it coming out?
|
![]() |
![]() |
#63 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
|
it will still take a while. The sound is nonexistent for instance. And there are a lot of glitches to fix (first: find a way to do that properly). Plus the neogeo part isn't complete if I understand Mark (tcdev) properly.
Hopefully before summer. |
![]() |
![]() |
#64 | |
Registered User
Join Date: Feb 2016
Location: Sydney, Australia
Posts: 21
|
Quote:
Once the audit is complete I'll switch to supporting jotd where I can and then we'll likely add sound support in parallel to our respective ports. |
|
![]() |
![]() |
#65 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,056
|
Quote:
|
|
![]() |
![]() |
#66 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
|
Another video for the WIP version for A1200. Running from winuae with A1200 speed.
[ Show youtube player ] |
![]() |
![]() |
#67 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,975
|
Looks promising
![]() |
![]() |
![]() |
#68 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
|
The objects in the background that you can bomb are also sprites. Since background is scrolling, the game is emulating the moving position by changing sprite Y.
This is also visible in MAME, albeit slightly less. Since the game is a Z80 to 68k transcode for NeoGeo then ported to Amiga, such issues may occur. I still have to figure out a way to filter this bad visual effect. |
![]() |
![]() |
#69 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,975
|
|
![]() |
![]() |
#70 |
Registered User
Join Date: Jun 2017
Location: Finland
Posts: 367
|
|
![]() |
![]() |
#71 |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
|
[QUOTE=jotd;1593313
- each tile is 8x8 which is a nightmare for the amiga because the blitter can't be used efficiently [/QUOTE] I remember for Tinyus I also had 8x8 tiles to handle. I used the cpu to copy merged 16x8 tiles. I think I needed only to copy one 16x8 tile each frame because the game scrolled very slow. 4bpl would e a good choice for OCS. Later in the game quite a few larger enemies are on screen. I think the blitter would not be able to make it all at 50fps with 5bpl. The score and own ship can be all done by sprites. So a good 16 color palette would allow a near 1:1 conversion. |
![]() |
![]() |
#72 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
|
Since I'm using dual playfield I don't have to blit the tiles several times to restore the background. So 8x8 tiles is okay, using CPU. Your solution looks good (but tricky to implement probably)
Foreground tiles are 1-bitplane, and rarely used in the screen. So updating them with the CPU isn't a big problem either. Now for OCS, 16 colors for 1:1 is probably not going to cut it. I have a hard time fitting all colors in 32 colors of AGA dual playfield. Using sprite palette helps slightly but this isn't going to handle the general case. There are a lot of objects on screen And also: I'm not as talented as you are. And not my choice of conversion, doing a port of a Z80 transcode that isn't compatible with amiga hardware. So maybe there will be an ECS port, which will be 16 colors DPF and pretty much washed off ![]() |
![]() |
![]() |
#73 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
|
Quote:
Thanks for your kind words ![]() |
|
![]() |
![]() |
#74 |
Registered User
Join Date: Feb 2016
Location: Sydney, Australia
Posts: 21
|
It is still possible that the scheduling of the MAIN and SUB CPU programs with respect to the VBL can be tweaked to reduce this effect. TBA.
|
![]() |
![]() |
#75 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
|
Quote:
Yes, Mark is a very strict adept of Z80 transcoding, so all enemy moves & shots are accurate (which is something that some people will blame you for if you're rolling your own moves on such an iconic game) I'm a fan of all-assembly (got enough high level languages at work, and got really disappointed by the performance of my Bagman C++ amiga port). I won't retouch the graphics except for color reduction/quantization done by my pre-processing python script. If I can use AGA sprites with a different palette, this end boss will look magnificent. I'll take you up to the challenge of shoehorning this game 1:1 on 16 colors ECS though ![]() I've already tried a few things like adding/subbing offsets... to ground objects, to no avail. An improvement by your end would certainly be welcome!! |
|
![]() |
![]() |
#76 | |
Registered User
Join Date: Aug 2018
Location: Untergrund/Germany
Posts: 410
|
Quote:
Hehe.. I would add to the challenge to make it in 32Kb. However, the Gradius conversion was mainly motivated by the great music, something that doesn't work for me with Xevious.. |
|
![]() |
![]() |
#77 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,369
|
Xevious music is just pure crap... But remakes include good music it seems.
I dug into trying to make it faster though. Found a few ways to optimize the game - first, I did a second update every 5 update to emulate 60Hz, but I forgot that the update also redrew everything, which is useless. Skipped one redraw => a lot of useless blits => speed gain ![]() - all sprites are 16x16 (as designed in the arcade game). But a lot of sprites are small (bullets). So reducing the height of some sprites allow to save blitter bandwidth. I have to stop reasoning like if I was coding an emulator. - if needed I can skip one more frame. It won't be 50Hz but removes flicker - the frameskip can be dynamic: if too many objects active on screen, enable it, else leave it alone. |
![]() |
![]() |
#78 | |
Registered User
Join Date: Oct 2022
Location: Roma
Posts: 346
|
Quote:
|
|
![]() |
![]() |
#79 |
Registered User
Join Date: Dec 2020
Location: São Paulo / Brazil
Posts: 2
|
I never thought an Amiga 1200 was in trouble to run Xevious, my humble MSX2 has a very good port, maybe the best port non emulated.
[ Show youtube player ] |
![]() |
![]() |
#80 |
Registered User
Join Date: Oct 2017
Location: São Leopoldo / Brazil
Age: 46
Posts: 213
|
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Double Dragon - Arcade port in C | ElectricCafe | project.Amiga Game Factory | 239 | 10 March 2023 22:46 |
Is Pang the best arcade port ever? | d4rk3lf | Retrogaming General Discussion | 80 | 24 July 2021 11:24 |
Bomb Jack DX C64 (New Arcade Port) | Retro-Nerd | Retrogaming General Discussion | 26 | 29 April 2019 16:17 |
Which are the most accurate Amiga arcade conversions? | Codetapper | Nostalgia & memories | 288 | 25 August 2017 08:53 |
How accurate is "Match A500 Speed" on Winuae? | JumpingJackson | New to Emulation or Amiga scene | 7 | 08 March 2008 13:39 |
|
|