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#81 | ||||
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Join Date: Dec 2017
Location: france
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Quote:
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Last edited by touko; 15 May 2024 at 21:59. |
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#82 | ||||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Quote:
Rushed, but done by people paid for this ![]() Quote:
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It's a great effort. But unfinished, like most exhausting tasks where the author got bored after the initial hype. |
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#83 |
Registered User
Join Date: Nov 2014
Location: England
Posts: 753
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As a fan, Shinobi was the shits for Amiga standards, a bad day at the Sales Curve office ------->
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#84 | |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 688
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Quote:
There is some parallax but I would imagine the most difficult part would be the bonus shuriken stages and keeping the framerate. Have to say those bonus stages back in the day looked absolutely stunning when all I had was my lowly Amstrad CPC lol. |
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#85 | |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Quote:
- they retained parallax scrolling, even if the scrolling is anything but smooth - the behaviour and enemy placement and all looks very similar to the arcade. - the enemy & main character moves are there. It's just choopy & washed down. Looks to me like a failed attempt to reproduce the arcade faithfully, because OCS just cannot cope with the original hardware. We'll wait for any OCS versions or mockups, even using Scorpion, let's see it any are better? Personally I'd like to get my hands on the sprites, with proper indexing vs original code, as MAME doesn't allow to display or rip them for this particular game. |
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#86 |
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Join Date: Aug 2013
Location: Marseille / France
Posts: 1,508
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Isn't the Scorpion Engine perfectly suited for this kind of game ?
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#87 | ||
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Join Date: Dec 2017
Location: france
Posts: 197
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Quote:
The goal is to be close as possible and using the hardware at it's max . Quote:
Last edited by touko; 17 May 2024 at 20:18. |
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#88 | |
CaptainM68K-SPS France
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Quote:
If you want the arcade 68000 program i can export it ![]() |
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#89 |
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Join Date: Jul 2018
Location: Scotland
Posts: 841
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Well I've tinkered with the idea of this in Scorpion, on and off for ages. A prototype would be easy enough, have the maps and main char sprites all ripped for a start. The polish and finishing is another thing.
Ultimately, it would not be an easy ask in Scorp. Fantastic as it is, there are some stumbling blocks that require clever tricks, the super power ninja screen fx for one! Unless major compromises are made it would also have to be AGA, though annoyingly much could be done in 32 colour am sure, maybe even 16 with some real clever palette changes. To do this justice would really need asm and you can count on one hand the amount of people willing and/or capable to tear down and rebuild an amiga version in asm from scratch. |
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#90 | ||
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Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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Quote:
I AM interested. I think I can rip the 68000 program myself from MAME but send all you have if it's not too much hassle. Quote:
Last edited by jotd; 16 May 2024 at 11:28. |
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#91 | |
CaptainM68K-SPS France
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Quote:
![]() Awesome if you can modify the arcade engine 68000 ASM code for the amiga ![]() I'll join also the decrypted version of the shinobi arcade code ![]() |
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#92 |
Registered User
Join Date: Oct 2023
Location: London, UK
Posts: 124
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Jotd - If you think you might benefit from any of the Sega sprite/tiles stuff I've been working on, give me a shout. It's quite c2p bound though.
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#93 | |
CaptainM68K-SPS France
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Quote:
I have all the sprites with the correct palettes ![]() |
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#94 |
Registered User
Join Date: Oct 2023
Location: London, UK
Posts: 124
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Also my sprite ripper is here:
https://reassembler.blogspot.com/202...-palettes.html |
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#95 | |
CaptainM68K-SPS France
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Quote:
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#96 |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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The usefull thing would be to have sprites and backgrounds in their bitmap mode, and not in tile mode .
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#97 |
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Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,360
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tile mode is the best to be able to reuse the original code.
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#98 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 841
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I wasn't aware the Shinobi source code was available, or do you simply not need it here? That said, regardless, if you convert this that will be a massive achievement and a nice step up from those already impressive 8 bit ports.
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#99 |
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Join Date: Dec 2004
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Age: 52
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I said "original arcade code" not "original arcade source code". It's 68000 so there is less need for reverse-engineering as no transcode should be needed. A bit like patching a game with whdload, except that instead of patching protection & disk loading, you'd have to fix all graphics & controls & sounds.
If we consider Rolling thunder, source is not available either, but it's using dual M6809. The sprites & tiles are easier to rip (from MAME) and graphics are simpler but the dual M6809 without source part is a challenge for me ATM. |
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#100 | |
Registered User
Join Date: Dec 2017
Location: france
Posts: 197
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I mean tile mode just a vram/rom capture .
You have to reassemble those tiles, by hand to rebuild your backgrounds/sprites . Do you think that this kind of data, is really exploitable ? ![]() ![]() Without the tilemap, those tiles are useless . Quote:
Last edited by touko; 17 May 2024 at 20:22. |
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