28 January 2023, 13:18 | #101 |
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Commenting on another final fight sprite engine on the A1200:
This looks incredible! Good luck to the developer if it's to be a full game. I'm not stopping my version, but it's making me re-think some limitations. Maybe games 'should' start using all the RAM/gear slots to use systems at their full potential. https://t.co/Tkh5EvYd94 Source: https://mobile.twitter.com/Brick_Nas...DUtcf35PgsAAAA |
28 January 2023, 13:20 | #102 |
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Note: the sprite engine commented on needs 16Mo of RAM (12 Mo without sound), room for optimisation.
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28 January 2023, 13:40 | #103 |
CaptainM68K-SPS France
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29 January 2023, 12:30 | #104 | |
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Quote:
Don't know the restrictions on the Amiga, but there are f.ex. good pallettes from Dawnbringer (16col and 32col). It's not done very well in Amiga Final Fight. But as you suggested, a few colors could surely be swapped out per stage, to improve graphics quality there. |
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29 January 2023, 13:53 | #105 |
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As you suggest a better single palette would already help a lot. The palette used in Final Fight on the Amiga is very brown and blue centered. Just noticed when looking at HOL that the different stages would benefit from having their own palette.
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29 January 2023, 14:26 | #106 |
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That would be hard because the 16 colours would be used for the Bobs as-well
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29 January 2023, 14:37 | #107 |
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or the players would have to change colour each level.
Or if you could get all the Bobs under 15 colours that would give you some free colours to play with. Or just a better single palette and improved graphics used throughout the game. I don't know how many colours that 'other' demo is supposed to use but can you imagine how slow that would be on 68020 |
29 January 2023, 15:04 | #108 |
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If you are speaking about the Youtube video, it states 8 bitplanes, so I assume up to 256 colours. Test working splendidly on an emulated 68020, provided you have so much RAM (16 Mo).
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29 January 2023, 15:07 | #109 |
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I won't get into it but seems a bit unbelievable.
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29 January 2023, 15:57 | #110 |
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8 bitplanes would be too slow. Reusing palette entries for different colors using the Copper coprocessor is the Amiga way. Metro Siege does that extensively on its 4-bitplane screenmode. 60+ colors from a 16 color screen is much faster.
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29 January 2023, 16:20 | #111 |
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29 January 2023, 19:48 | #112 |
CaptainM68K-SPS France
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Well, let the guy go further with more sprites. After all, the 8bpl mode was not really mastered until now.....
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29 January 2023, 20:04 | #113 |
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Is it real?
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29 January 2023, 20:10 | #114 |
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But anyway what Brick Nash has done already is very impressive
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30 January 2023, 06:43 | #115 | |
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Quote:
I'll stop discussing this slightly off topic section for my part. |
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30 January 2023, 07:04 | #116 | |
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Quote:
Last edited by Samurai_Crow; 30 January 2023 at 07:28. |
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30 January 2023, 07:41 | #117 | |
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Quote:
Not to suggest what he's achieved isn't impressive, it could be, there's just nothing showcased yet that is (unless there's other demonstrations other than the video linked to in here, I'm going solely by the linked video). |
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30 January 2023, 07:54 | #118 |
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Metro Siege reserves 12 of the 16 palette entries for bobs and gradient shades the rest mercilessly. Furthermore, sprites use palette entries 16-31, thus their colors are free from palette collisions when using a 4 bitplane screen.
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30 January 2023, 09:06 | #119 | |
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Quote:
Last edited by Howardphilips; 30 January 2023 at 09:16. |
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30 January 2023, 11:55 | #120 |
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Holy words
Even Team17 make AGA games with only 7 bitplanes. |
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