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Old 07 April 2023, 10:49   #121
redblade
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SF1 was also released in a 2 button arcade version, 1 punch button and 1 kick button. We had both in my home town, 1 6button version and the 2 button version
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Old 07 April 2023, 11:16   #122
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great information! I didn't know that. 2 buttons only allowed the games to be plugged in any arcade cabinet. All standard arcade cabinets had at least 2 buttons, but not 75.
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Old 07 April 2023, 11:25   #123
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All standard arcade cabinets had at least 2 buttons, but not 75.
The two 'buttons' weren't very standard though: https://arcade.tokyo/9pp/postcards-f...game-centre-18
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Old 10 April 2023, 20:06   #124
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decided to go 32 colours for this project and it allowed me to make arcade perfect vs screens. this drove me a bit mad with all the colour manipulation but i got the hang of it now.

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Old 10 April 2023, 22:31   #125
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You going 32 colours for the full game or just the static screens as not a lot of data is being moved around?

Looks great
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Old 10 April 2023, 23:25   #126
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I decided to go 32 for the whole game as reducing backgrounds to a shared 16 colour palette is near impossible.
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Old 10 April 2023, 23:45   #127
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Quote:
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I decided to go 32 for the whole game as reducing backgrounds to a shared 16 colour palette is near impossible.
Indeed. 64 colors would be good, but it would only work on A1200.
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Old 11 April 2023, 04:53   #128
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You could still use the sprites in 8 colors keeping one free but need someone to do the reduction
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Old 11 April 2023, 09:43   #129
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You could still use the sprites in 8 colors keeping one free but need someone to do the reduction
Those game are not made for 16 colors. you get some tiertex shit if you do
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Old 11 April 2023, 15:16   #130
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You can say what you want about Tiertex, but at least they're still being discussed 30 years later
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Old 11 April 2023, 15:34   #131
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You can say what you want about Tiertex, but at least they're still being discussed 30 years later
For all the wrong reasons
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Old 11 April 2023, 15:39   #132
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You can say what you want about Tiertex, but at least they're still being discussed 30 years later
[ Show youtube player ]
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Old 11 April 2023, 17:02   #133
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Those game are not made for 16 colors. you get some tiertex shit if you do
Do this reduction (swapping the ugly green with the current enemy color) to seven colorslook bad to you?
I just have no time to do all frames, though

I know that you are an arcade purist but sometimes compromises NEEDS to be made i think


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Old 11 April 2023, 21:35   #134
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I did not notice any slowdown so that is not a issue im guessing enemy ai will take a toll but that is why i have targeted 25 refresh.

The ram consumption with these giant bobs will be huge but once earok incorporates tiled sprites with real time flipping i am confident this will fit into 1mb.

Don't get me wrong saimon69 most people can't appreciate the colour reduction skills you have but mike already helped me with a very nice 16 colour reduction that will give me 16 colour dedicated to stages. There is no reason to limit myself to 7 colours.
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Old 11 April 2023, 21:42   #135
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Don't get me wrong saimon69 most people can't appreciate the colour reduction skills you have but mike already helped me with a very nice 16 colour reduction that will give me 16 colour dedicated to stages. There is no reason to limit myself to 7 colours.
Mine was more an answer to dfrsilver than to you, however the advantage would be just three bitplanes - aka less RAM for characters; with a 32 colors you will use the second group of 16 color for the bobs - this mean still a good number of common colors between the two and keep some palette slots free for the variations
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Old 11 April 2023, 21:49   #136
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You can use dual playfield (AGA) with 16 colors for background, 16 colors for characters. Advantage: you don't have to draw the scenery when erasing the characters, so it's much faster.

AGA also gives you access to super-wide sprites.

With 8+8 ECS dual playfield, you have reduced colors but super fast blitting too. Very limited unless you can use sprites. Leander uses dual playfield (ECS) + sprite for main character to provide more color. But it's not a port and not a fighting game. Besides the main character, the other characters colors are very dull.

32 color games are pretty rare as they are known to stress the machine DMA. But Body Blows use that mode IIRC. Elfmania too.

Hardware sprites aren't that useful on ECS as they have reduced colors and are 16 pixels wide. But in AGA you could create one character with sprites, saving blitter bandwidth for the other.

Saimon color reduced characters look good but 8 colors is only interesting if you go dual playfield. Else it's better to go 16 or 32 colors, no dual playfield. You're not saving a lot of DMA as you have to blank/mask the last bitplane(s) unless the total nb bitplanes of the layer is also 3 (dual playfield).
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Old 11 April 2023, 22:02   #137
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Saimon color reduced characters look good but 8 colors is only interesting if you go dual playfield. Else it's better to go 16 or 32 colors, no dual playfield. You're not saving a lot of DMA as you have to blank/mask the last bitplane(s) unless the total nb bitplanes of the layer is also 3 (dual playfield).
How we are put RAM wise? Do one bitplane count in reducing RAM requirements?
I might advice to keep background in the second group of 16 colors and characters to use the first group to save space too, considering the game is using bobs and not sprites
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Old 11 April 2023, 22:09   #138
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32 colour probably ok for SF1 it's not that complex compared to SF2.
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Old 11 April 2023, 22:17   #139
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Quote:
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How we are put RAM wise? Do one bitplane count in reducing RAM requirements?
yes, but memory can probably stomach 4 or 5 bitplanes for 2 characters at once. See Final Fight...


Quote:

I might advice to keep background in the second group of 16 colors and characters to use the first group to save space too, considering the game is using bobs and not sprites

That would save one bitplane of memory for characters and one bitplane for background but you'd still have to open a big 32 color scrollable screen and the speed would be a tad faster but not much as you have to cookie cut the unused bitplane (or colors will be wrong): better go full 32 or full 16, knowing that 16 colors total will probably end up like Tiertex shit without a talented artist.... like Dan Malone

But even good amiga games that only use 16 colors have a palette designed specifically. They're not arcade adaptations.
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Old 11 April 2023, 23:20   #140
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But even good amiga games that only use 16 colors have a palette designed specifically. They're not arcade adaptations.
Arcade adaptations can be done the 8-bit way if taking workaround most of the unfeasible, and pointing to make tihngs playable; 1-1 arcade is more depending to the machine power, 1-0.7 is achievable on Amiga with assembler i think, scorpion should reach 1-0.5 that is still good
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