23 September 2019, 19:50 | #61 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
|
We could compromise and do a better port - or refactor the original one - in one megabyte amiga ECS, should be able to handle almost everything (btw i thought final fight was for one megabyte Amiga, not for the 512k, THAT is impressive!)
|
23 September 2019, 21:05 | #62 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
Posts: 1,057
|
Quote:
There's absolutely no doubt that if he had full support from the publisher and Capcom, more time and a dedicated art team he could have ended up with a far superior result. Most people might not realise this but doing a brawler as complex as FF is a massive, crazy difficult task. |
|
23 September 2019, 21:37 | #63 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
|
Quote:
with a shooter you just make a bullet go and check collision, how the hell is a brawler made? I would think is going by proximity and areas in the sprite plus what move you do, which is not exactly easy to program if you are a n00b like me - actually not even if you are more expert, is a completely different set of problems from a shooter! Last edited by saimon69; 24 September 2019 at 00:13. |
|
23 September 2019, 23:35 | #64 |
Registered User
Join Date: Jul 2018
Location: Bettendorf
Posts: 355
|
I thought the Amiga version was pretty good considering the hardware and time limitations. I even say so in my history of final fight video
[ Show youtube player ] |
24 September 2019, 11:50 | #65 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,704
|
Quote:
1) 'just' adding a grab move (it's two frames (grab and throw) per character, + kick frame, so 3 frames total) + one frame per enemy character (flying from the throw). Now that I write this, I realize, that's a lot of frames. 2) Making player character faster, or enemy slower (just tweaking the speed parameters in the code). These 2 alone, imho, would drastically improve gameplay. Yeah, probably not doable, as you said, at least, not doable for the 512kb, but what about 1MB? |
|
24 September 2019, 13:15 | #66 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,824
|
and how were you going to fit these extra moves on one button joystick, Who was going to make this Arcade perfect port? What makes you think Amiga had the power to do better, where is there a game that proves it can?
|
24 September 2019, 14:06 | #67 | |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,704
|
Quote:
You just come close to enemy (ideally, from vertical side), and it grabs it automatically. Then, fire is kick with the knee (you can do it 3 times), or down+fire, you throw opponent behind. I wasn't talking about arcade perfect port, but what changes could possibly be done, to make this port much better. As for the "what game proves that it can".... we all hope that announced brawler Metro Siege, will prove that many things are possible on 1MB OCS. Golden Axe is another example of a much better port. |
|
24 September 2019, 14:09 | #68 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 6,985
|
Quote:
http://eab.abime.net/showthread.php?t=92851 |
|
24 September 2019, 17:00 | #69 | |
Registered User
Join Date: Nov 2014
Location: England
Posts: 756
|
Quote:
Well Renegade on the arcade had 3 buttons and yet was wonderfully ported to the ZX Spectrum using just 1 one button for not only all the arcade moves but even the extra grab move which was only on the ZX Spectrum version |
|
24 September 2019, 18:10 | #70 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
|
Quote:
|
|
24 September 2019, 19:15 | #71 | |
Registered User
Join Date: Nov 2015
Location: Vaasa, Finland
Posts: 525
|
Quote:
And add to that a tight deadline, no support, and a publisher that doesn't even care if the game has music or not, and you got a recipe for another "Arcade to Amiga" conversion disaster. But somehow Richard Aplin managed to do an okay conversion anyway, which is very impressive. In all likelyhood the 512K version of Final Fight is about as good as it gets, and can't be improved much from what it is now. More moves or in-game music simply can't be added because I'm pretty sure that there is no Chip RAM left. But a one meg 512K + 512K system could probably have music and maybe a few more frames too. To give an idea of what difference 1 MB could make, it's interesting to compare Final Fight to the Us Gold Street Fighter 2, which was released around the same time. Street Fighter 2 actually required a 1 MB machine, and you can see the difference in the end result: lots of moves, 32 color graphics and in-game music. |
|
24 September 2019, 19:23 | #72 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
|
Quote:
|
|
24 September 2019, 19:56 | #73 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
|
About Metal Slug, we know a port 1:1 is not feasible, however if is the animation and the playability you want we could have all sprites lemming-sized and excellent animation a la cannon fodder - and call it something else than Metal Slug of course, that does not sound too bad
|
24 September 2019, 21:12 | #74 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
|
Quote:
|
|
25 September 2019, 08:50 | #75 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
|
A bit OT but i realized that i did found some time ago this article and did not put it up:
Fixing Amiga Final Fight |
25 September 2019, 10:38 | #76 |
Registered User
Join Date: Jul 2015
Location: Novi Sad, Serbia
Posts: 1,704
|
My friend (that had A500), told me once that Mortal Kombat 1 required 1.5 MB Ram.
Is that true? I was always... wtf.. MK2 (larger game), required only 1MB. |
25 September 2019, 12:52 | #77 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 6,985
|
Maybe some version did? I played MK1 on my Amiga 500 with 1mb of ram in any case.
|
25 September 2019, 13:44 | #78 |
Registered User
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,860
|
I think MK2 detected the extra RAM as well to reduce loading times.
|
25 September 2019, 14:01 | #79 | |
Retro Gamer
Join Date: Jan 2005
Location: Underworld
Age: 51
Posts: 4,072
|
Quote:
IIRC - some games didn't work correctly if you had only 1MB and hard disk addition or too many floppy drives. (anything that requires extra resources) Colonization from what I remember would play more tune if you had 1.5MB and play from HD vs 1MB and HD. |
|
25 September 2019, 17:37 | #80 |
Registered User
Join Date: Sep 2004
Location: Poland
Posts: 1,306
|
Only cracked version of MK requires 1.5MB.
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
soo... what about Final Fight? | d4rk3lf | Retrogaming General Discussion | 112 | 07 July 2022 11:36 |
New game vs Final Fight | leathered | Amiga scene | 8 | 28 April 2013 20:39 |
Amiga Games You Thought Were Over-rated or Under-rated | fishyfish | Retrogaming General Discussion | 63 | 08 August 2012 21:55 |
Final Fight AGA? | Amiga Forever | Coders. General | 15 | 25 April 2011 15:15 |
Final Fight | Dastardly | support.Games | 3 | 01 June 2003 23:16 |
|
|