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#121 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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Quote:
![]() Honestly, that's a really simple system, and quite easy to code efficiently Just a simple scripted state-machine... |
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#122 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
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So for each frame it
- Runs the script engine - Calculates animation frames, which are also scripted - Calculates movement - Does hit detection In the highest turbo mode it does that at 120Hz, i.e. twice per rendered frame. And on the Amiga it also has to - Control the blitter - Play the music and sound effects - Read the player's inputs, including complex move detection like the fireball motion - Do any graphical flipping required if RAM constrained I think it's a tall order. The blitter is stealing a lot of memory access cycles, if you want more than 16 colours then so is DMA. At least on the A1200 you have an instruction cache and 2MB RAM, but even then... |
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#123 | |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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Quote:
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#124 |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,213
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#125 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,808
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#126 |
CaptainM68K-SPS France
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yes, and the game logic is running while the GPU takes care of the display !
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#127 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,808
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#128 |
Registered User
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,344
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#129 |
Registered User
Join Date: Sep 2006
Location: New Sandusky
Posts: 944
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I'd personally be happy with a 1:1 SF2 conversion that ran the original code for the core gameplay, with the only changes to the code being in I/O, graphics, and sound. It obviously would not run on a stock A500 but might be doable on 68030+AGA+Lots of fast RAM.
Sort of like how Super Mario Bros. got ported to the C64. The graphics were adapted to the C64's chipset, but the core game code is pure straight from the Nintendo original. It doesn't run full-speed on a stock C64, but with a Turbo Chameleon or a SuperCPU it runs more or less 1:1 perfectly, the only giveaway that it's on a C64 coming from the lower horizontal resolution. |
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#130 |
CaptainM68K-SPS France
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yes i agree with this. Our best coders have the knowledge to use the original arcade code patched to run on AGA + 68030 + Lots of fast RAM + Hard drive PFS3AIO.
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#131 |
Registered User
Join Date: May 2018
Location: Belgium
Posts: 4
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Original SSF2T arcade rom full size character animation on AMOS
[ Show youtube player ] [ Show youtube player ] [ Show youtube player ] Original game music full 16 channels but slows down in full screen. As shown by seko, could be done on 3 or 4 channels with good results. [ Show youtube player ] |
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#132 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
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Nice work. How much RAM are you using for that sprite?
4 channels of audio turned out to be a bit of a bottleneck. Seemed incredible at the time but if you need two channels for sound effects (one per player) then two for music is a bit thin. Could still sound decent. |
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#133 |
CaptainM68K-SPS France
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Ryu on CPS2 takes 1,1mb of rom with around 400-500 frames.
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#134 |
Registered User
Join Date: Jun 2016
Location: UK
Posts: 428
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Are you use? I just checked the CPS-2 ROM and it's 7 MB of data, assuming each chip is 100% full. That includes all the sound and graphics for stages etc, plus 12 characters.
For confirmation the near arcade perfect PC Engine version is an 8MB ROM. If Ryu alone was 1.1MB then there is no way all that would fit into 7MB of total ROM. |
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#135 | |
CaptainM68K-SPS France
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Quote:
Each character has a different size. one stage is around 120kb. SSF2 CPS2 is a 12mb game (GFX+SOUND ROMS+CODE) |
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#136 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,590
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Quote:
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#137 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,808
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Do you have these CPS graphics?
Last edited by Retro1234; 02 August 2019 at 18:23. |
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#138 |
CaptainM68K-SPS France
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#139 | |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,808
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#140 |
CaptainM68K-SPS France
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