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#121 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,130
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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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#122 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,383
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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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#123 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,046
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The two 'buttons' weren't very standard though: https://arcade.tokyo/9pp/postcards-f...game-centre-18
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#124 |
Registered User
Join Date: Sep 2022
Location: Gravesend
Posts: 96
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#125 |
Zone Friend
Join Date: Mar 2004
Location: Middle Earth
Age: 40
Posts: 2,130
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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?
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#126 |
Registered User
Join Date: Sep 2022
Location: Gravesend
Posts: 96
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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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#127 |
CaptainM68K-SPS France
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#128 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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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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#129 |
CaptainM68K-SPS France
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#130 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 6,990
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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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#131 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 692
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#132 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,046
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#133 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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Quote:
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 Last edited by saimon69; 11 April 2023 at 19:07. |
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#134 |
Registered User
Join Date: Sep 2022
Location: Gravesend
Posts: 96
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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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#135 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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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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#136 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,383
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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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#137 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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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 |
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#138 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,826
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32 colour probably ok for SF1 it's not that complex compared to SF2.
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#139 | ||
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,383
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Quote:
Quote:
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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#140 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,604
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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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