24 February 2023, 20:02 | #81 |
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Well duh, of course the MSX2 handles this game better. It's got flexible hardware sprites, smooth horizontal scrolling and a large color palette. For the Amiga, it's like trying to push a square peg through a round hole
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24 February 2023, 20:42 | #82 |
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great MSX port.
Also a lot of flickering when there are a lot of objects on screen. As someone said, it probably has a lot of hardware sprites. The amiga can do games with bigger objects. A lot of small objects isn't ideal for the amiga. But Xevious will run well on A1200. |
24 February 2023, 21:42 | #83 | |
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24 February 2023, 23:07 | #84 |
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Also the MSX port is adapts to the machine it's running on: no OSD for scores, different graphics, different maps & enemy layout. It's really very good, it's true.
The Xevious amiga port attempts to be 1:1 like the arcade. And it's failing already: - not enough colors for tiles (24 vs 16) - not enough colors for sprites (there are more than 32 colors for the sprites only) - not enough screen height (288 because screen is rotated vs 285 PAL) And on ECS it will really be washed up... if something comes up. But on AGA it will look very much like the real thing. Fortunately the hardware wasn't used at its limits (it could have partial palettes of 8 colors per sprite among 128 colors! same for bg tiles which could have separate 4-color palette per tile, and fg tiles could also use the color they wanted). I first started as 128 color playfield but after a while it became obvious that it would be too expensive to blit & restore backgrounds for so many objects. Not mentionning the OSD. Be patient. This is going to happen. |
25 February 2023, 01:13 | #85 | |
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In this case the 68K core Xevious code is expecting the same hardware capabilities as the original arcade machine. The Amiga 'layer' must try to deal with those expectations by essentially "emulating" the arcade hardware - and it spends a lot of time trying to do just that. If you took the core and modified it and the assets to better suit the Amiga specifically, you'd likely end up with better performance with less effort. But the idea of this exercise is to reproduce 100% the original arcade experience with no compromises on gameplay etc. I have no doubt @jotd will get it across the line! EDiT: Actually more to this last point; it wouldn't actually be impossible to make some changes to the target (Amiga) without modifying the core at all. I'm thinking, for example, re-mapping the top and bottom of the OSD layer - ie. the scores and remaining Solvalous - to an area off to the side of the screen, like most other home ports. The core code would be totally oblivious to this fact. An interesting possibility... but again, not the aim of this exercise. Last edited by tcdev; 25 February 2023 at 01:34. |
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25 February 2023, 18:12 | #86 | |
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Yes, remapping first & last FG tile writes to somewhere else is possible and was actually done : the remaining ships are already shifted by a few pixels up else they're not entirely visible. Amiga max vertical resolution in lores is 285 not 288. But putting stuff on the side is an extra effort because you can't use DIWSTRT/STOP to clip graphics (I had to do some sprite clipping in Pacman & MsPacman because of that). |
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26 February 2023, 20:50 | #87 |
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26 February 2023, 22:56 | #88 | |
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A500, this game isn't going to be for you Maybe if you change your nick to A1200 or A4000.
Today I worked on the game and made good progress again. Here's what I commented in my python script which handles the graphics and the different palettes Code:
# now the color degrading for sprites # for the bozos who think that the amiga hardware is superior to Xevious hardware, # the used sprites with used cluts use more or less 51 different colors # because of dual playfield (AGA) we need to reduce that to 15 colors or even 14! # # if we do that brutally, that going to be all yellowish shit so # # 1) we remove colors that are used in andor genesis and bragza, we're going to use # hardware sprites for those, with a completely different & independent palette # 2) player ship (solvalou) also has a unique color: remove it since it's also a sprite # 3) noticing that a lot of colors are solely used in solvalou explosion, just replace those # (this isn't going to make a big difference). An alternative would be to use a sprite there too # but it would have to be double height/width and all so not worth my time developing it. # When the arcade designers wanted to create a game, they chose the best hardware adapted to it and used it extensively. We are lucky that they didn't use more colors because they could have. Of course why bothering with dual playfield which reduces to 16+15 colors (there's a transparent color on the second playfield), after all ECS is 32 colors, AGA is 256 colors but then you have all the background to manage when you"re pasting/erasing the sprites + the OSD That makes a lot of blits with 7 or 8 bitplanes. I'm pretty sure that it wouldn't work with 40+ objects on screen, even small ones. Xevious hardware couldn't even start to run F/A18 interceptor or even Virus because it's a 2D monster tile engine which works with fixed pre-drawn tiles. Amiga is more multi-purpose. For 2D those arcade machines were killers. Z80 sucked but the custom graphic chips were really something. Just a quote from Mark documentation on the hardware: Quote:
Last edited by jotd; 26 February 2023 at 23:06. |
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27 February 2023, 00:26 | #89 | |
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27 February 2023, 02:49 | #90 |
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For the OSD would it be possible to multiplex the sprites or on the lines with the OSD to interleave the sprites? OSD on even, enemy sprites on odd lines? realise its messy and messes with framerate/visuals. Or maybe as its a vertical scroller put the OSD on left or right panels(realise it takes from arcade asthetic)
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27 February 2023, 03:04 | #91 |
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When’s this puppy coming out already.
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27 February 2023, 10:00 | #92 |
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about the bozos, a few months ago I was one, assuming tha 1982 hardware could not cope with so many colors & sprites... But I was wrong.
About a release date, I'd say beta without sound & a lot of glitches in one or 2 weeks. |
28 February 2023, 12:22 | #93 |
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28 February 2023, 23:29 | #94 |
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here's a screenshot of the boss fight. 27 colors on screen (palette can have 40
+ colors now with sprites using their own palette) with huge boss real hardware sprite (4 AGA sprites total, 96x96) Also sound is starting to work. Will post a video in a few. |
01 March 2023, 00:52 | #95 |
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Looking awesome, thanx! I always enjoyed this game in the arcades for some reason.
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01 March 2023, 18:12 | #96 |
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05 March 2023, 01:00 | #97 |
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I have zoned a preview version of the game. It doesn't fit on an adf because all of the sounds are samples ATM. But it may change
It crashes when encountering the big boss ship, it's expected. There are other issues, but the first levels are playable at least. |
05 March 2023, 13:22 | #98 |
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I love Xevious! Gameplay:
[ Show youtube player ]
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05 March 2023, 14:34 | #99 |
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will look forward to the final release. used to play this alot back in the c64 days
c64 version [ Show youtube player ] |
05 March 2023, 14:57 | #100 |
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