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#61 |
Eleventh Hour Games
Join Date: Feb 2011
Location: Carnforth, England
Age: 50
Posts: 565
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Absolutely blown away by this!
Please keep up the good work! |
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#62 |
Banned
Join Date: Feb 2019
Location: United Kingdom
Posts: 404
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#63 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,130
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Great work, have you looked at the Sega-CD version of "Final Fight" for palette/dithering ideas as it is a smaller palette compared to SNES/Arcade?
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#64 |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Hi folks,
Apologies for the bump, but I'm just nipping back here to post the source code and assets if anyone wants a look (Github kept deleting it so I uploaded to Google drive). https://drive.google.com/drive/folde...z8?usp=sharing I'm off doing music projects right now so haven't had time to do any gaming or coding, and likely won't for a while. Nothing's changed, and it's just raw ASM code which will need assembled, but it should work. Cheers! ![]() |
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#65 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,451
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that's very kind to share the source
I don't understand why github deletes your project. I have a lot of remakes there (as repositories) and they're still on. Did you create a repository or a project? I'm pretty sure it's not a copyright problem as you would have been notified. Plus a lot of remakes are there, and no issues. Anyway, there's a problem with "Graphics\TS_TITLESCREEN" folder as it only contains shortcut windows link files. |
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#66 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Quote:
I got some great tips from the guys over at the Amigadev discord, but again I haven't had time to really implement them, so I'll likely make a bullet point sheet at some point and post that too. I've not given up on this project, but just got other stuff to do at the moment, so feel free to use the code as you wish. ![]() |
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#67 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,451
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> I went back to my account and the repository was empty, but no matter.
can you share it anyway? it could be a default branch problem. Yes, git can be treacherous at times. If you could make it available from github, no promises but other people could contribute more easily through pushes or pull requests, and you could get back to your project later. |
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#68 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Quote:
Very strange, but anyway here it is: https://github.com/Prototron77/Final-Fight-Enhanced |
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#69 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,451
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just what I thought. You have an empty "edits" branch https://github.com/Prototron77/Final...ced/tree/edits
the "main" branch has all the work. |
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#70 | |
Prototron
Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 422
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Quote:
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#71 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,225
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Any more updates on this? The github shows 404 error?
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#72 |
Registered User
Join Date: Dec 2022
Location: France
Posts: 90
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I have seen the author of this enhancement is still working on it, through Twitter.
https://mobile.twitter.com/brick_nash Apparently he made good progress, although struggling with flipping sprites at decent speed. |
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#73 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,678
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I know you are doing your own soundtrack for this, but i can also offer my Final Fight songs that i made for another attempted port in 2019, and those have the advantage to be in two channels!
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#74 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,451
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flipping sprites at decent speed => find some more memory and pre-flip them.
I know they are huge though. Or some LRU cache system to keep them in memory after the first flips. So if a flipped sprite isn't used after a while its cache is replaced by something else. Plus this method has the advantage of being able to adapt to the available memory. Last edited by jotd; 30 December 2022 at 09:49. |
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#75 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 795
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What do you think of homebrew Megadrive version ?
[ Show youtube player ] |
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#76 |
Registered User
Join Date: Feb 2012
Location: United Kingdom
Posts: 3,225
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Wow this is pretty impressive! Loving the colours and smooth gameplay. I'm not so keen on the blood spillage addition, seems a like like a badly done Mortal Kombat mod, without the blood would be more akin to the arcade version.
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#77 |
Registered User
Join Date: Dec 2022
Location: France
Posts: 90
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I feel like I have hijacked this thread but still, some news:
https://twitter.com/Brick_Nash/statu...hX25q3246iHX1g Final Friday: 2P mode is in, & managed to squeeze in graphics for 6 characters+music/SFX (HUD is UC). Made the heartbreaking decision to shave off a row of tiles from the screen + bin some cool instruments from the music, but dem's the breaks. As He-Man says, "Until next time". Last edited by Howardphilips; 12 January 2023 at 07:33. |
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#78 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 725
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Looks good, my main issue though.....isn't it Skelator that says "Until next time"? Lol
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#79 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,746
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#80 | |
I've got a new byline
Join Date: Mar 2002
Location: Manchester, UK
Posts: 1,219
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Quote:
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