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#61 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
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I would like to clarify, when i say more than 256 colours that is over the entire game NOT per level. So cutting it down to 64/32 per level is a reasonable ask i think.
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#62 |
CaptainM68K-SPS France
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#63 | ||
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Quote:
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Last edited by touko; 05 October 2023 at 08:25. |
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#64 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
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Have you seen @BasementApes Rastan? I think with that sort of GFX work Shinobi could look really good in 64/32 colours.
I was watching the MD port a few years ago and it looked very promising and VERY nice. |
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#65 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Yes, so with ocs and its 12 bit colors, it would be a bit better than the MD one .Except if you choose the dual playfield mode, more limitating .
This is why an AGA version should be more easy and practical to do,you can preserve all colors and dualplayfield. |
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#66 |
CaptainM68K-SPS France
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yes. Or a very good 50fps OCS version but with no parallax at all.
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#67 |
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Join Date: Dec 2017
Location: france
Posts: 197
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#68 |
Registered User
Join Date: Apr 2006
Location: UK
Age: 51
Posts: 282
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In my case dual playfield is off the table, Scorpion does not currently support it, if you are coding in ASM maybe it could be an option.
In my tests i am using Scorpions sprite system to allow a wrap around background effect. |
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#69 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,127
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Ahh the 80s, lots of Ninjas back then
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#70 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,895
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Not in the UK - no ninjas here in the 80s!
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#71 |
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Join Date: Oct 2022
Location: Roma
Posts: 344
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#72 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,919
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#73 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Hi, i finished some of the bonus parts, perfect and failed are done, i'll post some videos when i have tested it on the real thing .
for the moment just a few screen shots(it's close to 100% arcade): ![]() ![]() ![]() Last edited by touko; 27 May 2024 at 19:07. |
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#74 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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looks good. Can you tell more about the project? is it scorpion or asm port? Are some regular levels running?
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#75 |
Registered User
Join Date: Dec 2016
Location: Italy
Posts: 769
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Awesome !
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#76 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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#77 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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is that a 68k port with original source code, and could it be adapted to amiga? (not saying you should do it but is it possible in your opinion).
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#78 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,590
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#79 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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Quote:
I think this game needs a dual playfield mode, so 8 colors / playfield.Can we store all Gfx,musics and sfx with 1 Mo ? The game globaly is IMO doable in term of what the amiga can display . The code is not difficult to do, even without the source code of the arcade . |
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#80 | |||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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